USS Vishnu
World Razer Temporal Juggernaut
World Razer Temporal Juggernaut
Last Updated June 2025
The goal of this build is to create a highly-optimized single-target build that leverages Concentrate Firepower III, Beam Overload III, and Recursive Shearing III. While Temporal and Command often take a backseat to Intel, Miracle Worker, and now Pilot in terms of specialization seating for energy builds, I wanted to show how powerful they could be, adding raw damage through offensive abilities rather than just boosting the energy weapons. This is my first energy build to break 1 million DPS.
Platform Selection
The World Razer is the only ship with 5 fore weapons, Commander Temporal, and LtCmdr Command for Concentrate Firepower III and Recursive Shearing III.
Flavor/Theme Choices
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Ferengi captain
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Vishnu is one of the principle deities in Hindu mythology, and the primeval force of goodness and preservation. Hindu myths describe Vishnu as sending incarnations of Vishnu to destroy evil to cleanse the world. As a terrifying weapon of last resort developed in secret by Starfleet from communiques transmitted by Admiral Picard describing a ship from an alternate universe, the World Razer stands ready as a final defense. The name also evokes the source of a quote uttered during Earth's first atomic weapons test: "Now I am become Death, the destroyer of worlds," cited from the Hindu Bhagavad Gita and attributed to Vishnu.
ISA: 275K (solo deathless)
ISE: 1229K (premade)
HSE: 1220K (premade)
June 2025: Replaced an Isomag with Custom Power Matrix. Replaced an Ordnance Accelerator with Fleet Power Network Array. Replaced Ablative Hazard Shielding with Adaptive Emergency Systems. Significant bridge officer layout changes to accommodate FPNA and Unconventional Systems. Replaced Give Your All and Terran Targeting Systems with Whole Lotta X's and Unconventional Systems. Replaced Calm Before the Storm and Strike From Shadows with Temporal Tunneling and Ship of the Line. Replaced two Technicians with a crit-boosting PWO and Na'kuhl Space Warfare Specialist. Was at ISA 349K (PUG), 1165K (premade), and 1131K HSE (premade).
December 2023: T6X2 upgrade. Added Subspace Field Modulator, another Isomag, and Preferential Targeting. Replaced Advanced Inhibiting Turret with Heavy Bio-Molecular Turret. Was at ISA: 370K (PUG), ISE: 1075K (premade), HSE: 946K (premade)
August 2023: Replaced 4 Vulnerability Locators and 1 Energetic Protomatter Matrix Infuser with 4 Isomagnetic Plasma Distribution Manifolds and the Agony Redistributor. Upgraded batteries to Advanced Batteries. Replaced Tachyokinetic Converter with Immolating Phaser Lance. Was at 351K ISA / 696K ISE / 646K HSE.
March 2023: Posted build
Using the EZRA rubric, this build would cost 751 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 as well. There's some concession to supportive concepts, survivability, agility, and a little bit of theme, but not much.
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 Enhanced Bio-Molecular Photon Torpedo, which is an incredibly powerful torpedo with a non-destructible AOE high yield. 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 a Cannon turret in the aft to since I have CSV for proccing Cultural Conquest anyway and it allows me me to pilot nose-at-target at all times. I am not huge fan of the Kinetic Cutting Beam as it does not benefit from firing modes.
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+0.1) * 1.5 = 9.4 power drained during each shot, even with 2 pieces of gear that reduce power cost (Emergency Weapon Cycle, Fleet Core). The torpedo obviously drains no power and the cannon 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 a more offensive one. While no set bonuses are applied, each individual piece (Competitive engines, Tilly shield, Fleet 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 Tactical consoles and weapons as needed along with the Ordnance Accelerator console (unless using Polaron). 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:
This is about as meta-focused as I can get without tossing in a DPRM which I don't have.
Budget Tweaks:
The easiest replacement for D.O.M.I.N.O. would be the M6 computer, available for a small chunk of Dilithium from the T3 Perseus
The Tachyon Net Drones would be replaced by the Quantum Phase Converter (Sunrise Mission)
Meta Notes
Pretty solid, but if you don't want to use a torpedo, you can upgrade Emergency Power to Weapons to rank III and pick up Directed Energy Modulation with a Systems Engineer to reduce the weapon cost.
Meta-Focused Tweaks:
These are pretty much as good as it gets for energy weapons, but if you wanted to go full glass cannon:
Whole Lotta X's -> Superior Beam Training
Repair Crews -> Pseudo-Submission (defensive) or Intel Handler
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 Symbiotic Ice (Elite Captain unlock)
Fragment of AI Tech -> Point-Blank Shot
Context Is For Kings -> Redirected Armor Plating
Repair Crews -> Techie
Terran Targeting Systems -> Beam Training
Boimler Effect -> Accurate
A Good Day to Die -> Operative
Intelligence Agent Attache -> 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 Preferential Targeting (T6X2 upgrade)
Drop Strike From Shadows (T6X upgrade)
Temporal Tunneling -> Unconventional Tactics (Strategist specialization)
Super Charged Weapons -> Improved Predictive Algorithms (Intelligence specialization)
Superweapon Ingenuity -> Superior Command Frequency
This build basically won't work without Emergency Weapon Cycle. Cultural Conquest comes with the ship so if you're doing this on a World Razer you have it already.
Meta-Focused Tweaks:
These are excellent unless you have expensive Liberated Borg doffs. Dal R'el is NOT used here because he might grant FAW1, which is not desirable.
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)
Energy Weapon Officer -> PWO that reloads torpedoes
Space Warfare Specialist -> Fabrication Engineer that boosts skills from Ensign abilities
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, Tractor Beam, Go Down Fighting, Attack Pattern Alpha, Emergency Power to Engines, Jam Sensors, Heisenberg Amplifier, Phaser Lance, Photonic Officer, Emergency Power to Weapons, Vulnerability Assessment Sweep, Molecular Deconstruction Beam, Kobayashi Maru Transponder, Torpedo Spread, Cannon Scatter Volley
Everything else is activated manually. In particular, Recursive needs to be used after Concentrate Firepower and right before you use some big buffs/actives like the innate Juggernaut Array. Similarly, Causal Reversion 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. Make sure to set Offensive Configuration before hand to take advantage of the extra maneuverability on a Temporal ship. 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 Tachyon Net Drones. 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. Recursive Shearing/Concentrate Firepower are used on Left Generator, Right Generator, Gateway, and Tac Cube.
As it's dying, I turn back on the gateway and FIRE EVERYTHING! Tachyon Net Drones might up here but more than likely is 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 III: 231566
Agony Redistributor: 163901
Terran Task Force Phaser Array - Overload III: 141695
Phaser Wide Angle Dual Heavy Beam Bank - Overload III: 136239
Phaser Array - Overload III: 69531
Immolating Phaser Lance: 57911
Inhibiting Phaser Array - Overload III: 50542
Digital Compilation Field: 40240
Enhanced Bio-Molecular Photon Torpedo - High Yield I: 39146
Symbiotic Ice: 33340
Heavy Bio-Molecular Phaser Turret - Scatter Volley I: 30440
Enhanced Bio-Molecular Photon Torpedo - Spread III: 25671
Tachyon Net Drones - Vulnerability Exploited: 18475
World Razer Juggernaut Array: 17422
Heavy Bio-Molecular Phaser Turret: 17388
Distributed Targeting: 12473
Terran Task Force Phaser Array: 13374
Concentrate Firepower III: 10556
Radiolytic Phaser Dual Beam Bank: 9338
Inhibiting Phaser Array: 7302
Beam Array: 7073
Enhanced Bio-Molecular Photon Torpedo: 6574
Heavy Bio-Molecular Phaser Turret - Rapid Fire I: 4332
Anti-Time Entanglement Singularity (Rank 2): 3573
Molecular Deconstruction Beam: 1913
Tractor Beam I: 1692
Phaser Wide Angle Dual Heavy Beam Bank: 1634
Bio-Molecular Incubation: 1327
Nimbus Pirate Distress Call: 1284
Counter-Offensive: 305
Withering Radiation: 64
Weapon crits were around 80% averaged; flank rate was around 60-70% averaged across energy weapons. The team composition for this run was 1 support tank, 2 supports, and this ship.
There's no other ship that can slot Recursive Shearing III and Concentrate Firepower III while also having 5 fore weapons. If you're willing to get your Concentrate Firepower from a teammate or eschew that aspect of the build, you might try the Terran Acheron, which would be reasonably good at something similar. Admittedly that ship would do better using Causal Reversion as the Competitive Engine trigger, swapping Engineering Team for Aux to Structural, taking the Universal LtCmdr as Science, using the Lt or LtCmdr for Photonic Officer. At a cheaper level, the Edison Temporal Warship / Fleet Hoover Temporal Warships and its cross-faction equivalents could also use a similar setup, though those ships would be better having Engineering Team for another Competitive Engine proc.