Gravity Ripper

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This page is up to date for version 6.009

Acid Sprayer
Large, high-health, slow ship temporarily halts the movement of enemy ships with every hit of its short-range, rapid-fire energy bursts. Best used in combination with other ships to keep fast targets from escaping.
Part of the Spire Fleet


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
48 per Mark Energy Burst Composite Reclamation, Paralysis Attacks

Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 8,160 2,000 2 sec 428,000 0 52 100,000 4,080 dmg/sec 195,840 dmg/sec
II 16,200 2,000 2 sec 850,000 0 52 100,000 8,100 dmg/sec 388,800 dmg/sec
III 24,400 2,000 2 sec 1,280,000 0 52 100,000 12,200 dmg/sec 585,600 dmg/sec
IV 32,400 2,000 2 sec 1,700,000 0 52 100,000 16,200 dmg/sec 777,600 dmg/sec
V 40,800 2,000 2 sec 2,140,000 0 52 100,000 20,400 dmg/sec 979,200 dmg/sec

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 -- 2,000 1,000 3,000 300 00:00:17 96,000 48,000 144,000 14,400 00:13:36
II 2,500 4,000 2,000 6,000 600 00:00:34 192,000 96,000 288,000 28,800 00:27:12
III 6,000 8,000 4,000 12,000 600 00:01:07 384,000 192,000 576,000 28,800 00:53:36
IV Adv Fac 12,000 6,000 18,000 600 00:01:40 576,000 288,000 864,000 28,800 01:20:00
V Core Fab 16,000 8,000 24,000 600 00:02:14 768,000 384,000 1,152,000 28,800 01:47:12

How to use in your fleet

Gravity Rippers are defence oriented ships, and are difficult to use on the offensive - slow, one of the shortest ranges in-game, and not overly impressive state-wise being only able to disable one ship per Ripper (at a lower cap than Fighters, this is not ideal). On wormhole-defence, they will reliably reduce the number of raiding ships that may break through - once hit, ships will stay put. The point of using Rippers is for their tractor beam-like effect: designed against ship-types that are immune to tractors but not paralysis. However, a player might prefer to delegate these roles to other assets of the fleet and unlock something else more useful.

How to counter when in the AI fleet

Not dangerous. These are significantly easier ships to engage than Spire Gravity Drainers or Spider Bots: their paralysis is very short-ranged, and also temporary. Fight as normal and be thankful - tactics will be updated once these guys get a facelift in future balancing.

Care should be taken with Starships that are not immune to the slowing effect as your fleet will quickly leave them behind if your fleet is moving.

Note that all Spire ships are immune to Reclamation and paralysis.





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