Spire Mini Ram

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This page is up to date for version 6.009

Mini Ram
This miniature battering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships.
Part of the Spire Fleet


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
20 per Mark Ram Heavy Sniper Shots, Tractor Beams, Reclamation, Paralysis Attacks, Force Fields, Mines 0.001 Command-Grade, 3 Structural

Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 780,000 0 0 sec 408,000 0 56 Inf 0 dmg/sec 0 dmg/sec Target Seek Range 2,000, Attacks Are Self-Damaging
II 1,560,000 0 0 sec 818,000 0 56 Inf 0 dmg/sec 0 dmg/sec Target Seek Range 2,000, Attacks Are Self-Damaging
III 2,320,000 0 0 sec 1,220,000 0 56 Inf 0 dmg/sec 0 dmg/sec Target Seek Range 2,000, Attacks Are Self-Damaging
IV 3,120,000 0 0 sec 1,630,000 0 56 Inf 0 dmg/sec 0 dmg/sec Target Seek Range 2,000, Attacks Are Self-Damaging
V 3,880,000 0 0 sec 2,040,000 0 56 Inf 0 dmg/sec 0 dmg/sec Target Seek Range 2,000, Attacks Are Self-Damaging

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 -- 3,000 0 3,000 100 00:00:25 60,000 0 60,000 2,000 00:08:20
II 2,500 6,000 0 6,000 200 00:00:50 120,000 0 120,000 4,000 00:16:40
III 6,000 12,000 0 12,000 200 00:01:40 240,000 0 240,000 4,000 00:33:20
IV Adv Fac 18,000 0 18,000 200 00:02:30 360,000 0 360,000 4,000 00:50:00
V Core Fab 24,000 0 24,000 200 00:03:20 480,000 0 480,000 4,000 01:06:40

How to use in your fleet

Mini Rams are a useful method eliminate large threats to the player's existence, albeit a little expensive. As long as one avoids Gravity Guardians, a cap of these ships can pick off Guardians, Starships, or emplacements that might cause trouble even if they're protected by a force-field. These combine well with Engineer-boosted Neinzul Enclave Starships to provide a mobile bomb factory against large ships, in the same way as Zenith Auto Bombs and Neinzul Youngling Nanoswarms provide counters to fleet-ships.

NB: Despite the structural bonus, there isn't much point using Mini-Rams against force fields. They are also very inefficient against Command Stations and Hunter/Killers.

How to counter when in the AI fleet

These Mini-rams are much slower than real Spirecraft Rams, so they can be kited easily on your systems. Conversely, if you don't pay periodic attention to your fleet, then starship losses are inevitable - with their health a few mini-rams will usually survive the charge. Therefore, do not send and forget your Transport Ships, or other such raiding contingents on an enemy planet; and consider carefully whether to unlock more starships once the AI has obtained Mini-Rams.





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