USS Suzerain
Noble Intel Battlecruiser
Noble Intel Battlecruiser
Last Updated May 2026
The introduction of the Noble brought the much-anticipated 5/3 weapons layout Sovereign. While there are many content creators out there decking out their Nobles with all of the toys, I wanted to make something a little more affordable and at least strongly reminiscent of the ship's combat appearances in First Contact and Lower Decks.
For this build, I stuck with beams and in particular Beam Overload to try and match the canonical appearances of the ship and its variants. You could certainly do cannons on it, but it seems to work just fine as a beam ship. And of course, I have a torpedo launcher. There are lots of creators doing more bespoke builds, but I wanted to keep this one a little more affordable, so I'm not using ALL the toys.
Flavor/Theme Choices
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Ferengi captain
Single torpedo launcher
This is a midrange build with numerous C-store purchases up to 20K Zen and a 600M EC/400 Lobi limit but no lockbox ship or promo ships involved. See the build costs page for more detail.
A suzerain is the liege-lord or patron state of a smaller state. This ship is well-suited to shepherd other smaller ships in the battle, with high enough damage output to defeat the toughest opponents, and enough survivability to weather the storm even on Elite. You could do a lot worse than to have one of these by your side.
ISA: 303K (solo deathless)
ISE: 1096K (premade)
HSE: 1230K (premade)
May 2026: Introduced build
Using the EZRA rubric, this build would cost 682 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.
Elite Captain/T6X upgrade, all fleet unlocks
2 Lockbox ships (World Razer, Deimos)
1 Legendary Bundle (Battlecruiser) including a C-store token we'd use on the Ahwahnee.
3 T6 C-store ships (Bozeman, Adamant, Atlantis, or cross-faction equivalents)
2 Lobi ships (Ateleth, NX Escort Refit), 1 Lobi trait (The Boimler Effect)
2 Event ships (Denorios, Eleos), 1 Event device (Kobayashi Maru Transponder)
1 Lockbox console, 8 lockbox traits, 2 lockbox weapons, 5 non-standard doffs, 1 lockbox bridge officer ability, 2 lockbox boffs
Reputation + fleet gear; all Mk XV Epic
0 Promotional R&D ships
Build Breakdown
This is mostly an energy DPS ship, but it does have significant investment into projectile DPS and survivability as well. Every ship needs some agility, and it's closer to a theme build than most.
Notes
All weapon-centric builds benefit from the tactical ultimate, as weapon haste and bonus weapon damage from the Focused Frenzy active are appreciable when used on big targets. Applying the bonus to your team is also appreciated. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme.
Engineering skills
Taking two Hull Capacity helps survivability and boosts Tyler's Duality as well. A point in Hull Restoration is useful for helping heals
I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it. Likewise, 2 points in Impulse Expertise is an appreciable boost to maneuverability. Warp Core Potential and especially Warp Core Efficiency help boost power to subsystems. Efficiency is particularly good at adding power to subsystems I am not allocating much power to.
Improved EPS Power Transfer is essential for recovering power while firing energy weapons.
Science skills
Single points in Shield Restoration/Shield Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
A single point in Shield Regeneration has surprisingly large impact on shield regeneration based on recent research by Jay
Since this character uses either Overwhelm Emitters, the Bajor Core, or Tetryon weapons on various builds, all of which scale with Drain Expertise, I take both points in DrainX. Two points in Control Expertise powers the Fragment of AI Trait on builds that use it on this toon.
All energy builds should take maximum points in Long Range Targeting Sensors.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Energy Weapon Training, Hull Penetration, Shield Penetration, Weapon Specialization, and Weapon Amplification are all worthwhile skills to take 3 points in as they boost energy weapon damage directly. Since I do have a torpedo and it does decent damage, 2 points in Projectile Weapon Training is a good choice.
I like taking 2 points apiece in accuracy and defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving and accuracy is just good all around, if not a stat that you'll need tons of.
Coordination Protocols, Defense Coordination and Offensive Coordination are good team boosts so I always take those. They also benefit hangar pets on builds that have those. Improved Tactical Readiness is essential for reducing tactical cooldowns along with the rest of the cooldown scheme.
Unlocks
There are two crucial unlocks: battery expertise (improves duration of consumable batteries) and threat control which either increases or decreases threat based on threatening stance.
This ship is a classic energy + 1 torpedo set up. It has absolutely zero investment into exotic damage, so I am not skilled at all into those.
Intel/Strategist is the best-in-slot choice for non-tank Energy builds. Intel provides substantial damage through flanking and Intel Fleet. Strategist likewise adds damage through Logistical Support, Maneuver Warfare, and Show of Force, as well as some damage reduction through Layered Defenses.
Notes
This ship’s primary role is Energy DPS. Its primary weapon systems are Phaser Dual Beam Banks of various flavors and Beam overload.
The off-meta twists on this ship are using Phaser Dual Beam Banks as opposed to cannons, but deep analysis has shown that Beam Overload with DBBs and a turret under CSV1 is more DPS than CRF.
On the use of a Torpedo Launcher: Use of a torpedo launcher is attractive to me first and foremost from a flavor perspective. Most "hero" ships in Star Trek used both energy weapons and a torpedo. That this ship has Concentrate Firepower III available lends itself further to using the a torpedo, and I chose Quantum Phase as a balance between canon appearance and power. It's quite the torpedo under spread. The torpedo does more damage than the dual beam banks, but and procs Super Charged Weapons.
On the Cutting Beam versus a Cannon: I use the Kinetic Cutting Beam as, while it does not benefit from firing modes, it benefits from two sources of haste on this ship and I don't have a cannon firing mode to leverage a turret.
Managing weapon power costs: Due to using Beam Overload, which is a final 50% penalty to weapons power cost, weapon power cost reductions are particularly important. Formula for beams on this ship is as follows: 10 base * 1 / (1 + 0.5) * 1.5 = 10 power drained during each shot, even with gear to reduce power cost (Emergency Weapon Cycle). The torpedo obviously drains no power and the cutting beam slightly less.
Notes:
I'm not using the meta drive train (i.e. Competitive Engines, Discovery 2-piece, Colony Deflector) since I skipped the core for an Iconian Core to keep weapons oline. While no set bonuses are applied, each individual piece (Competitive engines, Tilly shield, Iconian core, Colony deflector) provides a useful benefit in its own right. I'm not a huge fan of the Competitive Engines on everything but this ship really needs them.
Notes:
Alternate energy types: If you wanted to do this build with another energy flavor besides Phaser, replace the type-specific Engineering consoles and weapons as needed along with the Quantum Phase Converter. There are plenty of type-specific consoles out there for your chosen flavor, or use something generic like the Bioneural Infusion Circuits (Lobi store).
Agony Redistributor: This console has had a tumultuous patch history, with being stupidly OP, to being hot garbage, to now somewhere in between. In the first state, STOBETTER refused to slot it because it was blatantly OP/bugged, especially in its interactions with Recursive Shearing. After it was heavily nerfed, it wasn't worth slotting. Now it's somewhere in between and we're okay with using it. I'd like to strongly caveat that this console is only really powerful if you're doing a ton of single-target damage to a target surrounded by weaker targets and is only worth using on Elite. Do not buy the Adamant for this console unless that describes how you frequently play the game. It was less than 10K on ISA; nothing survives 12 seconds against this ship on Advanced.
Meta-Focused Tweaks:
Immolating Phaser Lance and the Subspace Fracture Tunneling Field, along with a few more powerful active consoles would be meta-focused tweaks. Perhaps D.O.M.I.N.O. would be one of them, as would the Spirit of Sacrifice.
Budget Tweaks:
You can downgrade the Isomags to Locators, shuffling consoles around.
If you don't have Custom Power Matrix, I'd slot another Isomag/Locator.
If you don't have Agony Redistributor or some of the other C-store consoles, consider slotting Energetic Protomatter Matrix Infuser [Phaser] consoles from the Fleet Colony, shuffling the consoles in the Tactical console slots up to Engineering or Science. Fitting in a Hull Image Refractors from the Exchange would increase the value of those.
Regular Phaser Dual Beam Banks are fine, don't need Radiolytic.
Meta Notes
Pretty solid, but if you don't want to use a torpedo, you can upgrade Beam Overload to rank III and pick up Distributed Targeting to spread some damage.
Meta-Focused Tweaks:
You could certainly spend more for better traits:
Beam Training -> Symbiotic Ice
Twinkling Lights on this build would be better if it was Intel Handler
Operative -> Terran Targeting Systems
Consider replacing Fragment of AI Tech with Breen Shield Tunneling (very expensive)
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Fragment of AI Tech (Elite Captain unlock)
Context Is For Kings -> Redirected Armor Plating
Whole Lotta X's -> Techie
Twinkling Lights -> Beam Barrage
Meta-Focused Tweaks:
You'll be hard-pressed to find a better set of starship traits for energy weapons at this price point. A possible upgrade would be replacing Strike From Shadows with something expensive like Terran Goodbye or Universal Designs
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Ship of the Line (T6X2 upgrade)
Drop Super Charged Weapons (T6X upgrade) or switch to Improved/Superior Command Frequency
Superweapon Ingenuity could be Entwined Tactical Matrices if you don't have the Ateleth
This build basically won't work without Emergency Weapon Cycle.
Meta-Focused Tweaks:
These are excellent unless you have expensive Liberated Borg doffs.
Budget Tweaks:
If low budget
Energy Weapon Officer -> Exocomp (Phoenix Box) Maintenance Engineer for extra buffs on batteries
Energy Weapon Officer -> Warp Core Engineer (chance of power on Emergency Power ability)
Quartermaster -> PWO that reloads torpedoes
These are cheap/free but provide far less benefit
This ship uses Photonic Officer alongside The Boimler Effect. This generally solves cooldown problems as long as Boimler isn't out to lunch.
Keybinds are essential to how I fly this ship. I keep everything simple with a single spambar:
[Spacebar]: Beam Overload, Attack Pattern Beta, Go Down Fighting, Attack Pattern Alpha, Kemocite, Vulnerability Assessment Sweep, Photonic Officer, Emergency Power to Engines, Torpedo Spread, Emergency Power to Weapons, Tactical Initaitive
Everything else is activated manually. Reverse Shield Polarity is a manual keep-me-alive button. Similarly, Science Team/Hazard Emitters should be used when you need speed, not spammed, due to how it procs Competitive Engines. I also manually trigger batteries, since I want to use the Large Aux Batteries prior to using the Fleet Power Network Array.
ISA/ISE
I don't do much prebuffing on ISA, hitting spacebar. A quick burst of Full Impulse gets me into combat, but I don't activate that until right as the briefing ends to avoid weapon power loss. The first group is relatively quick to go down on ISA. Make sure everything goes down before you bail. On ISE, it takes a little longer, so using a full combo is worth it here along with Chronophage on the Cube. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs if it's ISA. Target the transformer with Fire on My Mark and Focused Frenzy, but take down the cube and a generator or two first. On ISE, you more or less have to take down generators. Usually your tank and support will do this on a coordinated run. As the transformer is about to die, turn and fly past the Nanite Spheres. I will often use a Reinforcements cooldown here as well on Advanced but use it at the start on Elite. Activate Evasive Maneuvers and Deuterium 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. Concentrate Firepower is used on Left Generator, Right Generator, Gateway, and final cube.
As it's dying, I turn back on the gateway and FIRE EVERYTHING! Save Chronophage for the Tac Cube. I stay nose-on to the gateway and work on it and any spheres until they're almost dead. As the gateway drops to below 3% I start turning towards the Tac Cube. Then finish off the tac cube and that should be it. On an average run, I can use Focused Frenzy and Fire on My Mark a second time on either the gateway or the tactical cube. On a slower run or on Elite, I can often get a second round of big buffs and console actives on the gate or tac cube. Since I am using Intelligence Spec, I want to look for flanking angles on the big targets. These are indicated by a little arrow on the targeted enemy's health graphic. When the arrow points DOWN, you're flanking.
The importance of Crit and Flanking cannot be oversold. I saw significant increases in DPS from boosting Crit in doffs and traits. On my record runs, my weapons were parsing between 80-90% with roughly 70% flank percentage. There are players with better gear and piloting skills than I who've achieved much, much higher percentages, but I will say broadly that when in doubt, add crit. Since flanking includes extra crit chance/severity with Intel, you can't go wrong with flanking either! Look for the downward pointing arrow on your target.
Numbers from record ISE:
Radiolytic Phaser Dual Beam Bank - Overload II: 162,124 - remember this is two weapons
Kinetic Cutting Beam: 144,480
Krenim Chronophage: 140,844
Agony Redistributor: 102,366
Terran Task Force Phaser Array - Overload II: 99,192
Phaser Wide Angle Dual Heavy Beam Bank - Overload II: 69,088
Radiolytic Phaser Dual Beam Bank: 53,598
Digital Compilation Field: 52,450
Inhibiting Phaser Array - Overload II: 46,521
Quantum Phase Torpedo: 43,992
Phaser Array - Overload II: 41,188
Phaser Wide Angle Dual Heavy Beam Bank: 32,777
Terran Task Force Phaser Array: 22,778
Phaser Beam Array: 18,270
Inhibiting Phaser Array: 15,605
Anti-Time Entanglement Singularity: 12,516
Distributed Targeting: 10,854
Concentrate Firepower III: 9,065
Gravity Well I: 8,659
Kemocite: 6,441
Nimbus Pirates: 2,985
Radiolytic Phaser Dual Beam Bank - Overload I: 1,338
Concentrate Firepower: 1,161
Destabilized Emitters: 6
Weapon crits were around 80% averaged; flank rate was around 50-60% averaged across energy weapons. The team composition for this run was 1 support tank, 3 supports, and this ship. The Quantum Phase Torpedo ended up doing around 44K DPS with another 8K from Concentrate Firepower III. Compared to another energy weapon upfront, one of the Radiolytic Dual Beam Banks did well over 100K and the Wide Angle Heavy Dual Beam Bank was over 100K as well. This means that the torpedo technically did not carry its weight even considering Super Charged Weapons, based on analysis I've done previously, but torpedoes are fun. I'm keeping it.
Something that we try to teach is how to read a ship, understand what are the important parts, and then apply it to other ships so you don't need a build for your specific ship. You can either copy or adapt from another ship as needed instead if there’s one that can run the same build or is close enough. The important parts of this ship are a combination of Cmdr Engineering and Concentrate Firepower III while also having 5 fore weapons, the ability to run Gravity Well and some Intel seating. Consulting Fleffle's Sortable List with those filters, that gives us:
The Legendary Bortasqu’ can run this build with minor updates, downgrading Emergency Power to Weapons to rank II and upgrading Beam Overload to III. That’s a pretty good trade.