U.S.S. Doolittle

Fleet Engle Strike Wing Escort

Build Overview and Focus

Last Updated July 2023

For my first modern torpedo boat, I wanted to do something a little bit different and focus on full Quantum. This has caused considerable surprise (and disapproval) when I've offered this an example build, since the meta involves a mixture of torpedoes--principally, the Enhanced Bio-Molecular torpedo. While I don't deny that is a potent weapon and I use it on my Kinetic Scimitar and Kinetic Eagle, I also wanted to show that torpedo boats don't need that weapon to do incredibly well. This ship was the STOBETTER ISE leader at over 800K DPS until the Eagle came out and despite its departure from the meta torps has plenty to illustrate in terms of how to build a torpedo ship. It still hits for over 1M DPS in its latest configuration.

Flavor/Theme Choices


James Doolittle was an aviation pioneer and a leader in the development of early aerial bombing. He personally led an air raid in a wave of medium bombers launched from an aircraft carrier and continued to command throughout Earth’s Second World War. Following the war, he continued to advocate for not only aviation but space-faring rocketry as well. Doolittle’s other accomplishments included advocating for desegregation of the military and better civil planning around airports. The U.S.S. Doolittle, as have several other Federation starships of the same name, carries on the legacy of this pioneer and fittingly the name is born by a lethal Strike Wing Escort that serves as both torpedo bomber and carrier. 

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 451 USD to replicate. That is far more than what I spent on STO to make it. If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.

Change History

Build Breakdown

This ship emphasizes projectile damage, but has aspects of it that touch pretty much all of the others as well. 


Skill Unlocks


Temporal Operative is useful for Entropic Rider and Atrophied Defenses as well as Phasic Artillery and Continuity. The passive EPG is nice as well for feeding Subspatial Warheads. Intel is an option and I use that on my Kinetic Scimitar, but I like the safety in Temporal as well as the lessened piloting need since flanking is not a consideration with Temporal. 


Starship Weapons


I chose to use Quantum torpedoes to take advantage of 1) small bonuses from +Quantum tactical consoles versus +Torpedo, and 2) I had 4 Quantum torps I was interested in using. Thanks to Cryptic giving away a bunch of Lobi, I was able to acquire and slot the Delphic Distortion torpedo, which is an absolutely awesome torp. All of my torps are non-destructible at all times and 2 of 4 are AOE. Meta setup would be to replace Quantum Phase with Delphic Torp.

Starship Equipment


The Adapted M.A.C.O set is underrated by many torpedo drivers, but if you don't need/want the Competitive Engines, then it's a solid option. If the Competitive (Prevailing) engines are desired, then I would use the Tilly Shield (Discovery Legends reputation), possibly adding the warp core from that set as well. 

Starship Consoles

Set Bonuses


For beams or cannons, energy type and subtype doesn't matter all that much and an astounding number of keystrokes have been spent asking whether Phaser or Disruptor is better, should I fill up with Spiral Wave Disruptors or Sensor-Linked, etc. when difference between them until one starts hard-core chasing numbers is minimal. That is NOT the case with torpedoes, where I will say that conservatively there's about a dozen usable types of torpedoes for high-level play and the rest of them are basically trash. This is where the torps-are-weak crusaders have a point--the average torp is not strong, and 3 whole subtypes are basically not worth slotting (Transphasic, Chroniton, and Tricobalt). This is my personal list of strong/decent torpedoes. If it's not on this list, I personally wouldn't slot it (though I may have missed one)

Consoles: While it pains me to give up my healing console, the Tachyon Net Drones from the Bozeman are REALLY good and there's an argument to be made for slapping them onto pretty much any kind of build. Support, tank, energy, projectile, maybe even exotic. It's hard to pick apart the active in the parser but if you tally up all the pieces, it hits really hard and also takes enemy shields offline. 

Meta-Focused Tweaks:

Budget Tweaks:

Bridge Officers

Meta Notes


Personal Traits

Meta-Focused Tweaks:

If going full glass-cannon with unlimited budget

Budget Tweaks:

Try and keep the ones at the bottom, but the default traits are not very good for torpedoes at all. 

Starship Traits

Meta-Focused Tweaks:

Budget Tweaks:

 Try and keep the ones at the bottom. Torpers really  need Entwined Tactical Matrices to function


Advanced Precision Guided Munitions is eschewed by higher-end torpboat drivers as only dealing like 40K DPS. I'm not sure what their combat times or tactics are, but I've seen significantly higher damage each time I've tried it or seen it used on ISE, upward of 100K DPS. I believe that's due to a slower combat time, but I also can't deny its effectiveness at my level. 

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:

Budget Tweaks:



This ship uses Photonic Officer with the Boimler Effect as its primary cooldown mechanism. As evidenced from the chart above, without Boimler Effect triggering, this build will not have most of its powers on global cooldown. Thankfully, with a high number of short rotation powers (10 over a 15-20 second rotation), there's an 85% chance or higher of at least 1 activation of the trait during a rotation. The Boimler Effect is not modeled in this tool. 

Link to CDR Sheet for this build

Ship Stats


With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential.


ISA Piloting Tips

I start off pre-buffing my spambar prior to countdown (in PUGs) or prior to launch call (premade). I start dropping mines right away; Relocate Mines will be used to move them onto the generator. The first group I hit with Grav Well (GW), and a full rotation of torpedoes. On ISA, I don't bother using Concentrate Firepower here. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs. I shoot the nearest generator on the way in and try to line up so the 2 far-side generators are hit by torpedo spreads and Fire at Will. I also usually activate my Hur'q Beacon here. I then lock onto the transformer with Concentrate Firepower, Relocate Mines, and Tractor Beam and destroy it; Tac ult and Swarmer Matrix active help a lot. I have enough damage that I can kill it through 1-2 generators still being alive. I basically ignore the cube at each transformer in favor of hitting the juicier unshielded targets. Then I turn onto the sphere/probe cloud. As the generator is about to die, I turn and engage the ball of Nanite Spheres with a single torp spread. I don't bother killing them all, as a single spread will get them low enough while I zip over to the other side. Activate Evasive Maneuvers and fly to the right side, rinse and repeat with as with the left. I try to save my big active heals for this part because PUG teams don't always fly over to right generator quickly. As it's dying, I turn back on the gateway. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! A second Gravity Well should be available here. Of note, closing to 5 km and dropping the Anti-time bubble is quite good with the boost from Quantum Singularity Manipulation. With any luck, the 300 CtrlX Grav Well will also suck in the remaining spheres for tons of damage. Concentrate Firepower, Relocate Mines, and Tractor Beam on the gateway helps bring it down quickly, then it's rinse and repeat on the cube. Concentrate Firepower and Tractor Beam again on the Tac Cube with Relocate Mines and Tachyon Net Drones when it's available. If another reinforcements calldown is available, use it here.

ISE Piloting Tips

Essentially the same as ISA, with a couple of modifications. Concentrate Firepower and Tachyon Net Drones should be used on the first Tac cube along with most Tactical captain powers since the initial encounter can make or break the run. Toss in any other console actives too, like Tricobalt Tear Generator or Swarmer Matrix. Jump across to the right side. I might slow down to fight the first group of Nanite Spheres a little more, but in a premade with at least one science build, just fire one spread and cross over to the right transformer. Tachyon Net Drones is usually up again for the Tactical Cube.

Parse Breakdown

Numbers from Record ISE

Worth noting - the DM torp is largely getting hits from the Lorca 3-piece as it fires rather infrequently based on my torpedo priority. Gauging by the parse and counting the number of targets only struck by 1 regular Dark Matter Torpedo, which was the vast majority of regular Dark Matter Torpedoes fired, best guess is the 3-piece was worth around 18.5K DPS, which makes it a worthy addition. 


Ships with 5 fore weapons, LtCmdr Cmd, and enough-but-not-too-much Engineering/Science seating are somewhat rare. The Flambard would be a solid choice and of course the cross-faction equivalent of the Earhart (Sech) is 100% compatible. The Temer Raider could also run this at the cost of the Quantum Phase Beam Array and exchanging the Ordnance Accelerator for another locator. The Legendary Scimitar and Legendary T'Liss could also run this build with few changes, though a console would have to be exchanged and the Experimental Weapon swapped out for another aft weapon like an Advanced Inhibiting Turret or Terran Beam Array for the 2-piece.