AI War:Attractor Drone
This page was designed for release 5.026 and is likely extremely inaccurate. |
Very long range electrical attack. Protects nearby allied ships by reducing the power of incoming lasers to 1/4 their normal power. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Energy Burst | Swarmer | 2.4 Artillery, 2.4 Neutron, 2.4 Ultra-Light, 2.4 Refractive |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 196 | 5,600 | 13,000 | 10 sec | 26,600 | 600 | 72 | 100 | 560 dmg/sec | 109,760 dmg/sec | Absorbs EMPs Reduces Power Of Nearby Incoming Lasers |
II | 176 | 11,200 | 13,000 | 10 sec | 53,200 | 1,200 | 72 | 100 | 1,120 dmg/sec | 197,120 dmg/sec | Absorbs EMPs Reduces Power Of Nearby Incoming Lasers |
III | 156 | 16,800 | 13,000 | 10 sec | 79,800 | 1,800 | 72 | 100 | 1,680 dmg/sec | 262,080 dmg/sec | Absorbs EMPs Reduces Power Of Nearby Incoming Lasers |
IV | 137 | 22,400 | 13,000 | 10 sec | 106,400 | 2,400 | 72 | 100 | 2,240 dmg/sec | 306,880 dmg/sec | Absorbs EMPs Reduces Power Of Nearby Incoming Lasers |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 100 | 200 | 300 | 24 | 00:00:02 | 19,600 | 39,200 | 58,800 | 4,704 | 00:06:32 |
II | 2,500 | 200 | 400 | 600 | 50 | 00:00:04 | 35,200 | 70,400 | 105,600 | 8,800 | 00:11:44 |
III | 6,000 | 400 | 800 | 1,200 | 50 | 00:00:07 | 62,400 | 124,800 | 187,200 | 7,800 | 00:18:12 |
IV | Adv Fac | 600 | 1,200 | 1,800 | 50 | 00:00:10 | 82,200 | 164,400 | 246,600 | 6,850 | 00:22:50 |
Note: Deflector does not have a Mark V version.
How to use in your fleet
Deflector Drones are brittle, longe-range artillery with fairly random damage bonuses. Their weak health will lead to consistent losses against most fleet ships, so it is best to simply add these to your fleet as a buffer/damage soaker. Aside from obvious reductions against Laser Gatlings and Laser Guardians, its laser-reduction and long-range properties is also apparently designed to defend against the normal raiding ships: Raiders, Raptors, Space Planes, Raid Starships. Players against a raiding AI can purposefully unlock these for a much easier time.
In a default game, the coverage really helps in direct combat with Laser Guardians but is otherwise very situational - Raid Starships are fortunately rare and counterable via Gravity Turrets. Therefore, there are better ones for the initial unlock for an average player unless they happen to like long-range kiting.
The only other thing of note is that they are EMP-immune. With the hull-bonus and damage-reduction, half-a-cap will one-shot an intruding EMP Guardian of equivalent mark, so you probably won't go wrong intercepting one.
How to counter when in the AI fleet
Coming soon