Teleport Battle Station

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This page is up to date for game version 6.013

Teleport Battle Station
Teleporting battle station fires multiple lightning shots.


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
24 per Mark Minor Electric Medium Tractor Beams 2.4 Light, 2.4 Swarmer, 2.4 Ultra-Light, 2.4 Polycrystal

Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 8x2,840 3,100 4 sec 400,000 900 84 Inf 5,680 dmg/sec 136,320 dmg/sec Teleports, Armor Piercing 600
II 8x5,680 3,100 4 sec 800,000 1,800 84 Inf 11,360 dmg/sec 272,640 dmg/sec Teleports, Armor Piercing 1,200
III 8x8,560 3,100 4 sec 1,200,000 2,700 84 Inf 17,120 dmg/sec 410,880 dmg/sec Teleports, Armor Piercing 1,800
IV 8x11,400 3,100 4 sec 1,600,000 3,600 84 Inf 22,800 dmg/sec 547,200 dmg/sec Teleports, Armor Piercing 2,400
V 8x14,200 3,100 4 sec 2,000,000 4,500 84 Inf 28,400 dmg/sec 681,600 dmg/sec Teleports, Armor Piercing 3,000

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 -- 1,000 1,000 2,000 200 00:00:09 24,000 24,000 48,000 4,800 00:03:36
II 2,500 2,000 2,000 4,000 400 00:00:17 48,000 48,000 96,000 9,600 00:06:48
III 6,000 4,000 4,000 8,000 400 00:00:34 96,000 96,000 192,000 9,600 00:13:36
IV Adv Fac 6,000 6,000 12,000 400 00:00:50 144,000 144,000 288,000 9,600 00:20:00
V Core Fab 8,000 8,000 16,000 400 00:01:07 192,000 192,000 384,000 9,600 00:26:48

How to use in your fleet

So. Low damage, low cap health, teleporting. The main utility of these ships is on the defense, or buffing up other teleporting units should you be lucky to have them unlocked as well (Spire Teleporting Leech, Teleport Raiders). What the Battle Station excels at is intercepting AI units that have broken through your defenses, anywhere in the galaxy. The hull-bonuses reflect this (Raid Starships, Bombers, Space Planes, etc.). They may not be the most-damaging ship-type for the job, but they're certainly the fastest.

Teleporting ships do not combine well with an attacking fleet, unless they act independently and are micro'ed out of danger. Caps of all four marks will be required to fully exercise the strength of a secondary fleet-ball, and are best suited to chase and eliminate long-range ships such as Spire Blade Spawners, Snipers, etc. (NB: To be tested - will they survive better with an auto-kiting behaviour set to greater than Fighter ranges?)

How to counter when in the AI fleet

On the defense, it is best to place Mark III Logistics Command Stations on border planets to cancel the teleportation effect. Otherwise, the player must erect forcefields to protect all of their assets. However, it is possible to predict where most teleporting units will head after they enter the wormhole - they will target either the command station or a target of interest, and land at the closest possible region outside the forcefield forming an arc. Placing EMP Mines there will make an appropriate stop-gap.

(NB: Placement of Force Fields over friendly wormholes should prevent ships from exiting, a fact which may be useful in planning your defenses.)

Teleporting ships are generally hilariously ineffective when you're attacking a planet. When alerted, the ships will rush ahead and die, thus fulfilling 'defeat-in-detail' on the player's behalf. If there are actually sufficient teleporting units to mount an effective defense (Teleport Turtles AIs, say), the player may resort to sending small fleets instead so as not to wake up the entire planet.





Ships and Structures
Fleet Ships

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Built at
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Constructor

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Drone unlocks with turret research as of 5.039: Neinzul Laser DroneNeinzul Missile DroneNeinzul MLRS DroneNeinzul Needler Drone

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