Missile Swarm
Release a group of homing missiles to attack invaders.

Consistent burst damage Aura. Easy to pick up, hard to master. Generally reliable. Useful even for intermediate players who have moved on from a defensive playstyle. High level optimization is possible.
Level | 1 | 2 | 3 | 4 | 5 | Ultimate |
---|---|---|---|---|---|---|
Max Number of Missiles | 38 | 40 | 42 | 44 | 46 | 46 |
Max Damage | 114 | 120 | 126 | 132 | 138 | 138 |
Max Radius | 300 | 337 | 375 | 412 | 450 | 450 |
- Ultimate: Allows the missiles to re-target another target if the original turret or invader (that each individual missile decided at the moment MS was launched) is dead. Bear in mind it will not re-target another target that MS did not lock onto at the time MS was launched.
- Score: 9.09 / 10
- Useful Levels: 1-5, Ult not very important
- Priority Level: 2 / 8
- Illustration:

Comments
- Editor: The missile's circling pattern is programmed, and I don't want it either.
- ☀🐕: An extremely potent Aura. Although a slight problem would be that some missiles go around targets like sparrows or the front row turrets of condors and rocs instead of hitting them straight away, which delays the deployment time of the next batch of missiles. A potential solution would be that if the number of remaining missiles flying around is below a certain threshold, the next round of missiles is allowed to be deployed. Upon MS activation, the remaining flying missiles from last MS are instantly voided. A change like this doesn’t go against the intended mechanics of MS, instead making it more user-friendly. Because it significantly reduces the chance of failed barreling since it’s okay if a few missiles miss their targets.
- Hank: When will you be able to be stable and stop circling, and I will have no regrets in my life.
Usage
APEX 1: Armor Piercing
- Game Description: Reinforced warheads allow these missiles to pierce enemy armor.
- Numeric Interpretation: The missiles ignore 30% damage reduction of armors.
- Score: 4.82 / 5
- Ships with the APEX: Kibarrax (Lambda), Prime X (Epsilon), Trireme (Gamma), Von Braun (Delta)
Editor: A mere fatal injury, not worth mentioning.
APEX 2: Ion Warheads
- Game Description: Missiles equipped with Ion charges stun turrets on impact.
- Numeric Interpretation: Missiles stun the turrets within 50 range for 0.6s. Increases minimum Aura radius required to fire MS.
- Score: 3.82 / 5
- Ships with the APEX: EX04239 (Sigma), Geist (Phi)
Editor: Do you know? If it stays still, your missiles will keep circling!
APEX 3: High Explosive
- Game Description: Missiles equipped with advanced warheads deal blast damage on impact.
- Numeric Interpretation: Missiles deal 1 AOE damage within 50 range and 2 impact damage instead of just 3 impact damage.
- Score: 2.18 / 5
- Ships with the APEX: Atlas (Delta), Corsair (Tau), Geist (Sigma), UHB (Delta)
Editor: Don't misunderstand, it just converts 1 out of 3 points of damage into area damage.