TEC Ships | Advent Ships | Vasari Ships

How to use

The right section shows the damage of the ship's weapons for front, back, left and right respectively, with "one shot" damage above and the average DPS below. Click on the ship name or picture to see more detailed information, including its various powers.


Kol Battleship
CapitalShip
Description
A heavy hitting vessel with potent firepower, the Kol is not a ship to be underestimated. While it has less forward firepower than the Marza, fewer fighters than the Sova, and lacks the "support" abilities of the Dunov, it still shines in the crush of battle. It has plenty of HP and Shields, a 360 arc of weapons (weighted forward and a little to the sides, but it can even fire to its rear...) and its abilities make it a powerful battleship. Its lack of forward firepower doesn't change its basic strength, a combination of high overall firepower and high endurance, along with 360 degree firepower, preventing the "flanking" techniques that can take out Marzas. Its flak cannon ability is rarely used, as its highly situational -- geared towards taking out the dreaded "bomber swarm", and even then ineffectual unless you have multiple vessels available as it can't kill bombers in one shot.

However, all three of its other abilities are well worth it! Adaptive shielding boosts your ability to take damage, and at its higher levels you can keep it going for as long as your antimatter holds out. The Gauss cannon power gives you a massive boost to your forward firepower -- again, for as long as your antimatter holds out. Gauss cannon is frequently derided because it "doesn't do that much damage after shield mitigation", but something to remember is that all weapons are effected by shield mitigation -- it increases your forward firepower by a decent chunk. And the final ability, its level 6 ability, that is where the Kol truly becomes a monster. It takes a huge chunk of antimatter to run, but once activated it increases your antimatter regeneration to preposterous levels, allowing you effectively unlimited antimatter for the duration of the ability. It increases your regen ability and gives you a small AoE effect on your weapons, as well. The antimatter regen bit is, in my opinion, the hugest part of the ability however, as it synergises really well with the Gauss Cannon and Adaptive Shielding power.
Ship statistics
Hull Points: 3000 / +120
Shield Points: 1250 / +135
Armor: 5 / +0.45
AntiMatter: 225 / +20
Command Points: 0.6 / +0.2
Weapon Cooldown:3 %
Damage Increase:5 %
Weapons
Beam
AutoCannon
Laser
126
Ø 9
0
Ø 0
0
Ø 0
0
Ø 0
27
Ø 6
50
Ø 11
50
Ø 11
27
Ø 6
45
Ø 8
0
Ø 0
0
Ø 0
0
Ø 0
Damage TypeEnergyCooldown14
Damage TypePhysicalCooldown4.5
Damage TypeEnergyCooldown5.5
Abilities
Gauss Rail Gun
Fires a high velocity armor piercing slug at the target, dealing a high amount of physical damage.
Level Exp AC CD Range Instant Damage
1 0 75 6 5000 300
2 2 75 6 5000 550
3 4 75 6 5000 800
Flak Burst
Deals physical damage to all fighters within a small range of this capital ship.
Level Exp AC CD Range Instant Damage
1 0 100 12 2400 30
2 2 100 10 3000 45
3 4 100 8 3600 60
Adaptive Forcefield
An experimental forcefield greatly reduces the damage taken by this ship for a limited time.
Level Exp AC CD Damage reduction Phase Missile Block Duration
1 0 40 45 25 % 15 % 20
2 2 50 40 45 % 25 % 30
3 4 60 35 65 % 35 % 40
Finest Hour
In a desperate move, the crew stress themselves and this ship's engineering to the limit, granting the ship splash damage attacks, increased repair rates, and increased antimatter regeneration.
Level Exp AC CD Ability CD AM restored /sec Hull restored /sec Duration
1 5 150 180 20 % 0 10 60
Producers
Google ads