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A.X.I.S. Overdrives   Altairian Overdrives   Umbra Overdrives   Pharmakon Overdrives   Marauder Overdrives   Spectre Overdrives   Rectrocitor Overdrives   RetroSyn Overdrives

Tier 9 Spectre Overdrives[ | ]

Progenitor Amp[ | ]

Progenitor Amp is exclusive to the Switch. While a friendly or enemy spawned ship is in its original firing arc (not including 0-2,000 m), the Switch has no minimum range and receives minor combat boosts that improve its effectiveness against enemy spawned ships.

Progenitor Amp I II III
SPECIFICATIONS Notepad
Duration 5 s
Min. Effective Range -100%
Min. Range -100%
AoE Radius +5%
Damage to Spawned Ships +10% +15% +20%
Turning +2% +3% +5%


Switch Prime Shift[ | ]

While in Prime Shift, the Switch receives large bonuses to damage and speed, as well as the ability to momentarily apply Phase Hacked to enemies.

Switch (Prime Shift) I II III
SPECIFICATIONS Notepad
Duration 1 s
DPS +10% +20% +30%
Ship Speed +50%
Phase Charge Hacking 50%
Hacking Duration 1.0 s 2.0 s 3.0 s


Moreover, when two spawned ships (of any side) are in the Switch's firing arc, it fires a shockwave that applies Weapon Disrupted and Stasis to enemies. This has a cooldown of 15 seconds.

Switch (Prime Shift Active) I II III
SPECIFICATIONS Notepad
Damage 0 Blight
AoE Radius 5,000 m
Fire Disruption Active
Charge Disruption 100%
Cooldown Disruption 100%
Stasis Potency 70%
Stasis Duration 1.0 s 2.0 s 3.0 s
Stasis Cooldown 2.0 s


The same shockwave also temporarily converts the alignment of enemy spawned ships within the blast radius. Note that you cannot manually control the primary target of these spawned ships.

Switch (Mind Control) I II III
SPECIFICATIONS Notepad
Duration 5 s 7 s 10 s
Cooldown 5 s
DPS +10% +20% +30%


Note that spawned ships that are currently under mind control are considered as enemies for all intents and purposes, and cannot be mind-controlled by another ship. The mind control cooldown begins after the mind control ends. Destroying the mind controller does not break mind control.

Lock On[ | ]

Lock On is exclusive to the Breaker. While an enemy is in its firing arc, the ship deals extra damage to shields, receives the ability to apply the Phase Hacked debuff, and increases its speed stats.

Lock On I II III
SPECIFICATIONS Notepad
Duration 5 s
Shield Damage +25% +30% +35%
Ship Speed +15% +20% +25%
Strafe +5% +10% +15%
Acceleration +50%
Phase Charge Hacking 50%
Hacking Duration 1.0 s 2.0 s 3.0 s


Breaker Prime Shift[ | ]

While in Prime Shift, the Breaker's weapons fire more frequently, and a support field is generated around the ship which boosts ally damage to shields.

Breaker (Prime Shift) I II III
SPECIFICATIONS Notepad
Duration 1 s
Charge Time -20% -25% -30%
Cooldown Time -20% -25% -30%
Support Shield Offensive I Shield Offensive II Shield Offensive III


Moreover, being in Prime Shift enables a counter to fill up whenever the ship deals damage to enemy shields. Once this counter reaches the required amount, it fires three firing cycles worth of low-damage homing missiles that apply the Shield Suppressed effect, further debilitating enemy ships. Note that this weapon has a 360-degree firing arc. This has a cooldown of 15 seconds, after which the counter can begin to refill again.

Breaker (Prime Shift Active) I II III IV V VI
SPECIFICATIONS Notepad
Damage Required 25,000
DPS 1,500 Energy 1,750 Energy 2,000 Energy 2,250 Energy 2,500 Energy 3,000 Energy
Range 0-3,000 m
Speed 3,000 m/s
Firing Cycle C: 0.0 / F: 1.2 / R: 3.8 / N: 4
Traits Homing
Shield Suppression 25% 25% 25% 25% 50% 50%
Shield Suppression Duration 5 s 5 s 5 s 5 s 10 s 10 s
Shield Suppression Cooldown 10 s 10 s 10 s 10 s 15 s 15 s


Focus Fire[ | ]

Focus Fire is exclusive to the Deadeye. While an enemy is in both firing arcs, the ship gains extra turning speed and the ability to momentarily apply the Phase Hacked status. In addition, weapon spread is greatly reduced to better hit enemies at long range.

Focus Fire I II III
SPECIFICATIONS Notepad
Duration 3 s
Turning +10% +15% +20%
Spread -25% -50% -75%
Phase Charge Hacking 50%
Hacking Duration 1.0 s 2.0 s 3.0 s


Deadeye Prime Shift[ | ]

While in Prime Shift, the Deadeye's weapons deal extra damage and travel faster.

Deadeye (Prime Shift) I II III
SPECIFICATIONS Notepad
Duration 1 s
DPS +25% +35% +50%
Weapon Speed +30% +40% +50%


Moreover, being in Prime Shift enables a counter to fill up whenever the ship's weapons go through a firing cycle (summed across all weapon slots and firing arcs). Once this counter reaches the required amount, it fires a projectile that generates an Agility Field. The projectile homes onto an enemy, can pass through enemy ships, and slows the target down on impact. Note that this weapon has a 360-degree firing arc. This has a cooldown of 15 seconds, after which the counter can begin to refill again.

Deadeye (Prime Shift Active) I II III
SPECIFICATIONS Notepad
Firing Cycles Required 20 25 30
Range 0-8,000 m
Speed 750 m/s
AoE Radius 600 m
Support Agility Field (Deadeye I) Agility Field (Deadeye II) Agility Field (Deadeye III)
Stasis Potency 50% 60% 75%
Stasis Duration 3.0 s 4.0 s 5.0 s
Stasis Cooldown 8.0 s 9.0 s 10.0 s
Traits HomingPass Through


Spectre Operations[ | ]

Spectre Operations is exclusive to the Torus Dreadnought. While an enemy is in both firing arcs, the ship gains extra turning speed as well as improved shield defense.

Spectre Operations I II III
SPECIFICATIONS Notepad
Duration 5 s
Shield Defense +5%
Turning +10% +20% +30%


Torus Prime Shift[ | ]

While in Prime Shift, the Torus Dreadnought gains extra mobility and its weapons deal extra damage.

Torus Dreadnought (Prime Shift) I II III
SPECIFICATIONS Notepad
Duration 1 s
DPS +50% +75% +100%
Ship Speed +20% +30% +40%
Acceleration +50%


Moreover, when two enemies are in its firing arc while in Prime Shift, it shoots a projectile that emits a moving Irradiation Field. The projectile passes through all enemies other than walls and moves until it reaches maximum range. Note that this weapon has a 360-degree firing arc. This has a cooldown of 15 seconds.

Torus Dreadnought (Prime Shift Active) I II III
SPECIFICATIONS Notepad
Range 0-12,000 m
Speed 1,500 m/s
Support Irradiation Field I Irradiation Field II Irradiation Field III
Traits Pass Through


Bolster Stance[ | ]

Bolster Stance is exclusive to the Comandante Carrier. While three friendly ships (including spawned ships) are in its firing arc, the carrier gains a bonus to forward mobility for a short duration.

Bolster Stance I II III
SPECIFICATIONS Notepad
Duration 5 s
Ship Speed +15% +20% +25%
Acceleration 25%


Comandante Prime Shift[ | ]

While in Prime Shift, the Comandante Carrier's support field expands, and the squadrons and drones it launches become stronger.

Comandante Carrier (Prime Shift) I II III
SPECIFICATIONS Notepad
Duration 1 s
Support Range +20% +20% +38%
Applies to Squadron, Drone
DPS +25% +50% +75%
Armor Health +50% +75% +100%


Moreover, when three enemies are in its firing arc while in Prime Shift, it launches three Torrent Squads that deal Energy Damage, Explosive Damage and Kinetic Damage respectively, with a cooldown of 30 seconds, meaning that the squadrons, if recalled or destroyed, will not be relaunched until the cooldown expires.

Energy Torrent Squad I II III IV V VI
SPECIFICATIONS Notepad
DPS 3,000 Energy 3,500 Energy 4,000 Energy 4,500 Energy 5,000 Energy 6,000 Energy
Flight Time 28 s
Scramble 10,000 m
Speed 2,500 m/s
Health 45,000 50,000 55,000 60,000 65,000 70,000


Explosive Torrent Squad I II III IV V VI
SPECIFICATIONS Notepad
DPS 2,500 Explosive 3,000 Explosive 3,500 Explosive 4,000 Explosive 4,500 Explosive 5,500 Explosive
Flight Time 28 s
Scramble 10,000 m
Speed 2,250 m/s
Health 45,000 50,000 55,000 60,000 65,000 70,000


Kinetic Torrent Squad I II III IV V VI
SPECIFICATIONS Notepad
DPS 3,250 Kinetic 3,750 Kinetic 4,250 Kinetic 4,750 Kinetic 5,250 Kinetic 6,250 Kinetic
Flight Time 28 s
Scramble 10,000 m
Speed 2,000 m/s
Health 30,000 35,000 40,000 45,000 50,000 60,000


Arc Prime Shift[ | ]

While in Prime Shift, the Arc gains extra effective range and its weapons are especially effective against health.

Arc (Prime Shift) I II III
SPECIFICATIONS Notepad
Duration 1 s
Max. Effective Range +10% +15% +20%
Health Damage +25% +35% +50%


Moreover, when two enemy ships are in its firing arc while in Prime Shift, it shoots a barrage of homing missiles that can Chain across enemies, dealing massive damage. Note that this weapon has a 360-degree firing arc. This has a cooldown of 10 seconds.

Arc (Prime Shift Active) I II III
SPECIFICATIONS Notepad
DPS 4,000 Energy 5,500 Energy 7,500 Energy
Range 0-8,000 m
Speed 5,000 m/s
AoE Radius 300 m
Chain 5 7 10
Chain Distance 3,000 m 3,500 m 4,000 m
Chain Damage Modifier 130% 140% 150%
Module Damage -100%
Firing Cycle C: 0.0 / F: 0.8 / R: 9.2 / N: 5
Traits HomingPass Through


Caustic Prime Shift[ | ]

While in Prime Shift, the Caustic gains extra mobility and can apply the Debilitate debuff on hit. Its equipped weapons also no longer need to charge up.

Caustic (Prime Shift) I II III
SPECIFICATIONS Notepad
Duration 1 s
Charge Time -100%
Stasis Resist +20% +20% +30%
Ship Speed +20% +25% +35%
Turning +25% +35% +50%
Debilitate Potency 25%
Debilitate Duration 5 s


Moreover, while in Prime Shift, whenever the ship has five Combat Acumen stacks, three 1,500-m-wide beams are shot in an evenly-spaced 60-deg arc in front of the ship, slowing down enemies that are hit. This has a cooldown of 10.4 seconds (5 seconds after the beam finishes firing).

Note that each beam carries the listed DPS, cannot apply "Debilitate" and cumulative "Combat Acumen" counts.

Caustic (Prime Shift Active) I II III
SPECIFICATIONS Notepad
DPS 3,000 Energy 3,715 Energy 5,000 Energy
Projectile Range 6,000 m
Spread 60 deg
Stasis Potency 10% 20% 30%
Stasis Duration 5.0 s
Stasis Cooldown 5.0 s
Charge Time 0.4 s
Firing Time 5.0 s


Combat Acumen[ | ]

Combat Acumen is exclusive to the Caustic. For each certain amount of health damage dealt to enemies, it gains a stack of the overdrive, granting it a damage bonus.

Combat Acumen I II III
SPECIFICATIONS Notepad
Damage Required 4,000 6,000 8,000
Duration 10 s
Max Stacks 5
DPS +10% +15% +20%


Subverter Prime Shift[ | ]

While in Prime Shift, the Subverter gains combat bonuses increasing its mobility, defenses, and bonuses to its equipped squadrons.

Subverter (Prime Shift) I II III
SPECIFICATIONS Notepad
Duration 1 s
Shield Defense +2%
Maximum number of loops have been performed
Ship Speed +25%
Maximum number of loops have been performed
Turning +20%
Maximum number of loops have been performed
Applies to Squadron, Drone
Armor Health +100%
DPS +50%
Flight Time +5 s


Moreover, when two enemies are in its firing arc while in Prime Shift, it fires two waves of Kinetic missiles evenly in all directions, applying various status effects on hit. The weapon goes through at least two firing cycles regardless of whether the overdrive expires (which occurs 10 seconds after the condition is no longer satisfied). If the overdrive expires but later reactivates, the firing cycle is immediately restarted.

The first wave fires 18 missiles. Note that the DPS is split between them.

First Wave I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
DPS 15,000 Kinetic
Maximum number of loops have been performed
Range 0-9,000 m
Projectile Range 9,000 m
Firing Cycle C: 0.0 / F: 0.0 / R: 10.0 / N: 1
Speed 2,750 m/s
Spread 360 deg
Piercing 10
Stasis Potency 25%
Maximum number of loops have been performed
Stasis Duration 5.0 s
Stasis Cooldown 5.0 s
Charge Disruption 30%
Maximum number of loops have been performed
Cooldown Disruption 30%
Maximum number of loops have been performed
Fire Disruption Active
Ablative Damage Threshold +7%
Ablative Recovery -15%
Ablative Suppression Duration 10 s


The second wave fires 27 missiles. Note that the DPS is split between them.

Second Wave I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
DPS 20,000 Kinetic
Maximum number of loops have been performed
Range 0-9,000 m
Projectile Range 9,000 m
Speed 2,750 m/s
Spread 360 deg
Piercing 10
Firing Cycle C: 2.0 / F: 0.0 / R: 8.0 / N: 1
Shield Disruption 2% Alien, Energy, Explosive, Kinetic Plasma Void
Maximum number of loops have been performed
Shield Disruption Duration 5 s
Phase Charge Hacking 5%
Hacking Duration 10 s


Buckler Prime Shift[ | ]

While in Prime Shift, the Buckler gains combat bonuses increasing its mobility and defenses.

Buckler (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
Stasis Resist +25%
Maximum number of loops have been performed
Ship Speed +25%
Shield Defense +3%
Maximum number of loops have been performed
Resists +30% Energy, Explosive, Kinetic
Maximum number of loops have been performed


While in Prime Shift, whenever an ally within maximum weapon range loses its shields, the Aegis Field is temporarily activated which redirects incoming hits to the Buckler itself. This overdrive can be refreshed while active.

Buckler (Aegis) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 5 s
Support Aegis Field I
Maximum number of loops have been performed


Moreover, when two enemies are in the Buckler's firing arc while in Prime Shift, it releases a salvo of AoE missiles with a cooldown of 15 seconds. The firing cycle is reset whenever the overdrive is reactivated.

Buckler (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
DPS 5,500 Explosive
Maximum number of loops have been performed
Range 0-8,000 m
Speed 3,000 m/s
AoE Radius 200 m
Maximum number of loops have been performed
Firing Cycle C: 0.0 / F: 4.8 / R: 5.2 / N: 25
Traits Homing


Broadsider Prime Shift[ | ]

While in Prime Shift, the Broadsider grants combat bonuses to its spawned ships (includes those provided by triggers).

Broadsider (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
Applies to Spawned Ship
Resists +10% Energy, Explosive, Kinetic
Maximum number of loops have been performed
DPS +75%
Maximum number of loops have been performed
Ship Speed +10%
Maximum number of loops have been performed


Moreover, for every 10 spawned ships spawned in while Prime Shift is active, it fires a dense, piercing projectile at enemies, which splits on final impact into 5 sub-projectiles in a 40-deg arc. These sub-projectiles travel for a further 3,000 m at a speed of 6,000 m/s and each deal 20% DPS. This has a cooldown of 10 seconds.

Broadsider (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
DPS 15,000 Kinetic
Maximum number of loops have been performed
Range 0-10,000 m
Projectile Range 9,250 m
Speed 6,000 m/s
Piercing 15
Firing Cycle C: 0.0 / F: 0.0 / R: 10.0 / N: 1
Traits SplitPredictive Aim


Tier 10 Spectre Overdrives[ | ]

Infiltrator Prime Shift[ | ]

While in Prime Shift, the Infiltrator gains combat bonuses increasing its mobility and offensive power.

Infiltrator (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
DPS +50%
Maximum number of loops have been performed
Ship Speed +20%
Acceleration +20%
Shield Suppression 25%
Shield Suppression Duration 5 s
Shield Suppression Cooldown 10 s


Moreover, while the Infiltrator is in Prime Shift, it shoots a moving support field every 10 seconds, providing defensive bonuses to nearby allies. This timer resets if the ship is no longer in Prime Shift. The projectile emitting the field disappears upon impact and does not cause damage. Note that this weapon has a 360-degree firing arc.

Infiltrator (Prime Shift Active) I
SPECIFICATIONS Notepad
Range 0-8,000 m
Speed 1,200 m/s
Support Infiltrator Field
Traits Predictive Aim


Conservator Prime Shift[ | ]

While in Prime Shift, the Conservator gains increased hull resistances and a damage allocation field to help protect its allies.

Conservator (Prime Shift) I
SPECIFICATIONS Notepad
Duration 1 s
Field Protectorate Field
Resists 30% Energy, Explosive, Kinetic


Moreover, when three enemies are in its firing arc while in Prime Shift, it releases a spread of 24 piercing missiles twice, dealing moderate damage and applying Stasis on hit. This has a cooldown of 20 seconds.

Conservator (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
DPS 40,000 Explosive
Maximum number of loops have been performed
Range 0-5,000 m
Speed 2,500 m/s
AoE Radius 500 m
Spread 270 deg
Stasis Potency 30%
Stasis Duration 4 s
Piercing 5
Firing Cycle C: 0.0 / F: 3.0 / R: 17.0 / N: 2


Cannonade Prime Shift[ | ]

While in Prime Shift, the Cannonade gains mobility and offensive bonuses.

Cannonade (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
Max. Effective Range +4%
Maximum number of loops have been performed
DPS +100%
Strafe +30%
Maximum number of loops have been performed


Moreover, dealing health damage (even while not in Prime Shift) fills up a counter. When the counter reaches the requirement and the ship is in Prime Shift, it fires a blast of piercing projectiles that deal massive damage and apply Damage Over Time. This has a cooldown of 20 seconds, after which the counter can begin to be refilled.

Cannonade (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Damage Required 4,500
DPS 36,000 Kinetic
Maximum number of loops have been performed
Range 0-9,000 m
Projectile Range 9,000 m
Speed 7,350 m/s
DoT Damage Threshold 7,000
Maximum number of loops have been performed
DoT Stacks 3,600
Maximum number of loops have been performed
Damage per Interval 1 Kinetic
DoT Interval 1 s
DoT Duration 20 s
Piercing 15
Firing Cycle C: 0.0 / F: 0.8 / R: 19.2 / N: 5


Rangefinder[ | ]

Rangefinder is exclusive to the Cannonade. Every few firing cycles, the ship's weapons gain a stackable bonus to projectile speed as well as a reduction in charge and cooldown times.

Rangefinder I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Firing Cycles Required 6
Maximum number of loops have been performed
Duration 20 s
Max Stacks 10
Weapon Speed +8%
Charge Time -5%
Cooldown Time -5%


Executor Prime Shift[ | ]

While in Prime Shift, the Executor Dreadnought gains extra mobility and its weapons deal extra damage. It can also apply Stasis to its enemies on hit.

Executor Dreadnought (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
DPS +50%
Maximum number of loops have been performed
Turning +10.0 deg/s
Acceleration +50%
Stasis Potency 20%
Maximum number of loops have been performed
Stasis Duration 3 s
Maximum number of loops have been performed
Stasis Cooldown 5 s
Maximum number of loops have been performed


Moreover, dealing health damage (even while not in Prime Shift) fills up a counter. Once the required threshold is reached, it shoots a fan of three projectiles, each emitting a moving Irradiation Field. The projectile passes through all enemies other than walls and moves until it reaches maximum range. Note that this weapon has a 360-degree firing arc. This has a cooldown of 15 seconds.

Executor Dreadnought (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Damage Required 9,000
Range 0-12,000 m
Speed 2,000 m/s
Spread 35 deg
Support Irradiation Field I
Maximum number of loops have been performed
Traits Pass Through


Capitol Prime Shift[ | ]

While in Prime Shift, the Capitol Carrier gains various bonuses to its offensive equipment. Note that the armor health buff only applies to squadrons such as the Dart Squadron while the weapon speed buff only applies to hangar weapons such as the Kaon Driver. Finally, none of this affects spawned ships.

Capitol Carrier (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
DPS +25%
Maximum number of loops have been performed
Armor Health +50%
Maximum number of loops have been performed
Weapon Speed +40%
Maximum number of loops have been performed
DoT Stacks +100
Maximum number of loops have been performed
DoT Damage Threshold -50%


Moreover, when enough enemies are in its firing arc while in Prime Shift, it creates a large explosion that deals moderate damage and applies various debuffs. This has a cooldown of 25 seconds.

Capitol Carrier (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Enemies Required 3
Maximum number of loops have been performed
DPS 20,000 Explosive
Maximum number of loops have been performed
Range 0-7,000 m
AoE Radius 7,000 m
Firing Cycle C: 0.0 / F: 0.0 / R: 15.0 / N: 1
Charge Disruption 100%
Cooldown Disruption 100%
Fire Disruption Active
Shield Disruption 5% Alien, Energy, Explosive, Kinetic Plasma Blight Void
Shield Disruption Duration 5 s


Architect Prime Shift[ | ]

While in Prime Shift, the Architect gains various bonuses to its Spawned Ships.

Architect (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
DPS 50%
Maximum number of loops have been performed
Ship Speed +50%
Maximum number of loops have been performed
Resists 30% Energy, Explosive, Kinetic
Counter Chain +1
Maximum number of loops have been performed
Counter Ricochet +1
Maximum number of loops have been performed


Moreover, when it spawns a ship while in Prime Shift, it fires a chaining projectile that does moderate damage and briefly applies Stasis. This has a cooldown of 8 seconds.

Architect (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Spawns Required 1
DPS 40,000 Energy
Range 0-6,000 m
Speed 5,000 m/s
Chain 5
Maximum number of loops have been performed
Chain Distance 3,000 m
Maximum number of loops have been performed
Firing Cycle C: 0.0 / F: 0.0 / R: 8.0 / N: 1
Stasis Potency 30%
Maximum number of loops have been performed
Stasis Duration 1 s
Stasis Cooldown 5 s


Warbird Prime Shift[ | ]

While in Prime Shift, the Warbird gains bonuses to strafe and damage resistance.

Warbird (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
Strafe +5%
Maximum number of loops have been performed
Resists 30% Energy, Explosive, Kinetic


Moreover, when it loses it shields, it fires a piercing missile that deals heavy damage. This missile then splits into 3 in a 120-degree arc (each travelling for 4,000 m at 4,000 m/s), each of which further splits into 5 in a 90-degree arc (each travelling for 4,000 m at 4,000 m/s).

Although this overdrive has a cooldown of 1 second, refreshing it before the previous firing cycle is complete would not fire the weapon; even worse, it would reset the firing cycle, making this overdrive useless for the next 20 seconds.

Warbird (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
DPS 36,000 Explosive
Maximum number of loops have been performed
Range 0-4,000 m
Projectile Range 4,000 m
Speed 4,500 m/s
Piercing Unknown
Firing Cycle C: 0.0 / F: 0.0 / R: 20.0 / N: 1


Modulator Prime Shift[ | ]

While in Prime Shift, the Modulator gains a minor boost to speed and increased resistances.

Modulator (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
Ship Speed +25%
Resists 15% Energy, Explosive, Kinetic
Maximum number of loops have been performed
Counter Chain 2
Maximum number of loops have been performed
Counter Pierce 2
Maximum number of loops have been performed
Counter Ricochet 2
Maximum number of loops have been performed


Modulator Protocol[ | ]

When the Modulator takes enough shield damage (regardless of whether it is in Prime Shift), it gains a temporary bonus to maximum effective range as well as DPS. The counter may begin refilling once the overdrive ends.

Modulator (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Damage Required 75,000
Maximum number of loops have been performed
Duration 20 s
Maximum number of loops have been performed
Max. Effective Range +45%
DPS +60%
Maximum number of loops have been performed


Optio Prime Shift[ | ]

While in Prime Shift, the Optio boosts its mobility, and gains the Debilitate on its equiped weapons.

Optio (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
Stasis Resist +25%
Ship Speed +50%
Maximum number of loops have been performed
Liberatus Resists +25%
Spectre Resists +10%
Debilitate Potency 25%
Debilitate Duration 5 s


Moreover, when the Optio is in Prime Shift for 10 seconds (This timer resets if the ship is no longer in Prime Shift.), it fires a 1,500m wide beam forward, applying Shield Disruption to enemies it hits, This Overdrive has a 10.4 seconds cooldown (5 seconds after the beam finishes firing).

Note: that it cannot apply the Debilitate state effect.

Optio (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
DPS 6,000 Energy
Maximum number of loops have been performed
Projectile Range 6,000 m
Speed 4,000 m/s
Shield Disruption 3% Alien, Energy, Explosive, Kinetic Plasma Blight Void
Maximum number of loops have been performed
Shield Disruption Duration 5 s
Charge Time 0.4 s
Firing Time 5.0 s


Slingshot Prime Shift[ | ]

While in Prime Shift, the Slingshot gains improved range and weapon performance.

Slingshot (Prime Shift) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Duration 1 s
DPS +100%
Min. Effective Range -30%
Maximum number of loops have been performed
Min. Range -30%
Maximum number of loops have been performed
Max. Effective Range +5%
Cooldown Time -10%
Maximum number of loops have been performed


Moreover, when it is in Prime Shift state, it fills the counter with each firing-cycle, and when the counter is full, it fires several missiles that deal moderate damage. This has a 20 second cooldown, but can fill the counter during this time and activate weapon as soon as cooldown expires.

Slingshot (Prime Shift Active) I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Firing Cycles Required 3
Maximum number of loops have been performed
DPS 60,000 Explosive
Range 3,500-8,000 m
Speed 4,000 m/s
AoE Radius 500 m
Spread 45 deg
Firing Cycle C: 0.0 / F: 0.4-Unknown / R: 20.0 / N: 3-Unknown
Traits Predictive Aim


Slide System[ | ]

When multiple enemies enter Slingshot's firing arc, it gains a bonus to rear speed and strafe speed.

Slide System I
Maximum number of loops have been performed
SPECIFICATIONS Notepad
Enemies Required 3
Maximum number of loops have been performed
Duration 5 s
Rear Speed +20%
Maximum number of loops have been performed
Strafe +10%
Maximum number of loops have been performed


Trivia[ | ]

  • Originally, the Damage to Spawned Ships stat was missing from Progenitor Amp's stat block. This was fixed in the late August 2020 update.
  • The Switch was originally capable of using Mind Control on the NPC versions of both the Alien Reaper and Ancient Reaper. After the late August 2020 update, it can only control the latter.
  • Progenitor Amp also decreases maximum range, not just maximum effective range. Before the Jan 2021 downtime, the game only mentioned the effective range decrease.
  • When Caustic is equipped with Empyreal Burst, its Prime Shift Active incorrectly applied Explosive DoT Damage to the enemy until the early February 2021 downtime.
  • Since the launch of Comandante Carrier, its Prime Shift Active cannot cause damage to the module, it may be fixed in the future.
  • Rangefinder is currently suffering from a bug that prevents it from stacking if the overdrive requirement is not met in a single shot.
  • The Arc's Prime Shift Active weapon received a -100% modifier to module damage as part of the base rebalance in early August 2021.
    • However, this resulted in a bug where negative damage is dealt to modules, increasing their health beyond maximum. This was fixed during the mid-September 2021 downtime.
  • The Architect's Prime Shift Boosts were originally incorrectly applied to itself. This was fixed in the mid-October 2021 update.
  • The Arc's Prime Shift Active can no longer be activated via Spawned Ship after a mid-November maintenance downtime.
  • The Optio's Prime Shift Boost initially didn't show Liberatus and Spectre resistance, it was fixed in the late December update.

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