I.K.S. suv'Do
Fek'Ihri Kar'Fi Battle Carrier
Fek'Ihri Kar'Fi Battle Carrier
One of my goals for 2026 was to explore more affordable carrier builds. Sure, you can slap 2 bays of Rare To'Duj Squadrons and Superior Area Denial on any ship with 2 bays and make something out of it, but that gets to be very expensive. Instead, I wanted to focus on more economical setups. For this first one, I wanted to start with a very basic, freely-obtainable build that someone could set up starting at level 61 and building up through the Reputations.
I've been very pleased at how well it's performed in various story content missions and patrols on Normal, and even in Advanced TFOs. It's not the powerhouse that many of our other builds are on Elite, but if you're more casual or just beginning and like a more pet-focused build, give this a try.
This is a starter build, with no C-store items, no upgrades, and 10M EC limit. There are no Lobi, lockbox ship or promotional ship items, and no gear on this ship has been upgraded or re-engineered. See the build costs page for more detail.
While I would never claim to be a Klingon scholar, this ship's name can be translated as "Battle Swarm," and wouldn't you know it, it's a carrier with a Swarmer Matrix and two hangar bays.
ISA: 184K (2-man, deathless)
ISE: 148K (random), 502K (premade)
2-man Tzenkethi Front Advanced: 4:05, deathless, with all options
HSE: 443K (premade)
A word of warning: it is highly unlikely that a new player will be able to replicate those numbers for four reasons:
I have invested significant time into becoming an excellent pilot. I know where to be, how to angle my ship, and when to use abilities. A new player will have to learn that skill and piloting at this level is over half of DPS.
I have a very high personal endeavor rank, giving me substantially better stats than a new player will have access to. All my consoles combined provide fewer relevant stats than my personal endeavors.
A new player will likely not have a premade group with favorable team compositions for Elite play. While team composition does not matter much at this level of DPS, it certainly doesn't hurt.
A new player will not have access to T6 reputation, Temporal or Gamma Recruit rewards. I would turn them off for the purposes of this build if I could, but it's not worth it to me to make a whole new account just for this.
Using the EZRA rubric, this build would cost 1 USD to replicate. If that cost still looks daunting, don't worry! Lower-budget alternatives are provided below.
No Elite Captain/T6X upgrade, no fleet gear
No T6 C-store ships
No R&D Promotional ship
2 Lockbox consoles, 1 lockbox starship trait, 0 lockbox doffs
No Event console, Event Trait
Reputation + fleet gear; all Mk XII-Mk XIII
No Lockbox or Lobi ships
August 2026: Released build
With this low of a budget, it's hard to really lean into the carrier theme, but we are at least headed that direction. Some necessary concessions to other forms of damage are needed.
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
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 a point in DrainX. A point in Control Expertise powers the Gravity Well on builds that use it on this toon. Two points in Exotic Particle Generators helps add damage to any exotic effects or abilities on the build.
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, 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, 3 points in Projectile Weapon Training is a good choice. Improved Hull Penetration, Shield Penetration are decent adds; the last point doesn't add very much.
I like taking 3 points in accuracy and 2 in 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, such as this one. 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 with a heavy dose of carrier focus, as much as budget allows.
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
If you have the Klingon Executor Disruptors or Spiral Waves, feel free to swap out some of the weapons. I would start with the Terran Beam. I'm using a mix of beams and cannons to leverage set bonuses, but you can go for more standard colors at a loss of some DPS.
Notes:
The Iconian Reputation 3-piece helps boost pets. Scorpion Fighters beat a bunch of other options in my testing, including Qaw'Dun Birds-of-Prey and To'Duj Squadrons. Obelisk Swarmers, Nausicaan Stingers, or Kelvin Drones would be better, but are out of budget at the Elite rank needed to make them worthwhile. Not having access to the Fleet Store severely limits our options. Do NOT slot Elite Scorpion Fighter Squadrons.
However, if you have access to them, slot Elite Lost Souls of Gre'thor for the best possible pets at this budget level.
Notes:
Obviously this is a pretty cheap build, so if you have more carrier things, slot 'em if you got 'em.
Meta-Focused Tweaks:
There are many consoles that would work better than the House Martok Defensive Config or Assimilated Module. Shared Targeting Network (Newton) and High Energy Communications Network (Ra'nodaire) from the C-store are solid options.
Replacing the Disruptor Induction Coil consoles with Energetic Protomatter Matrix Infuser [Disruptor] consoles from the Fleet Colony will help a lot. Even better would be shuffling down two of the universal consoles to Tactical and fitting Hangar Craft Power Transmissions [Disruptor] (x2).
Budget Tweaks:
This will struggle to get cheaper, but a regular Disruptor dual cannon or dual heavy cannon will fit in fine if you don't have access to the Discovery Legends T6 reputation. There's lots of good stuff in that rep so it's good to get it to T6.
Meta Notes
Don't swap out Science Team or Hazard Emitters for things that don't trigger the Competitive Engines. Getting boffs with space traits like Superior Romulan Operative or Watcher would be a boon, even if it's just Pirate.
Meta-Focused Tweaks:
If you can fit Wing Commander, Enhance and Protect, or Independent Wingmate, swap out Elusive, Innocuous, and Operative for them. You can also update the ___ training traits to Superior versions at Fleet K-13 if you have access to it, but that is a much lower priority to lots of other things when you're first starting out.
Budget Tweaks:
If you don't have access to Twinkling Lights, Bulkhead Technician will do.
Meta-Focused Tweaks:
There's lots of room for improvement, so check out our Carrier Basics guide for trait ideas.
Budget Tweaks:
Doesn't get much cheaper than this.
Meta-Focused Tweaks:
If you can afford the doff slot unlock, see about picking up either a third Flight Deck Officer that reduces hangar cooldown, or maybe Dal R'el for survivability.
Budget Tweaks:
If low budget
This is as cheap as it gets for usable doffs. Downgrade rarity if you need to but you can get these relatively easily.
Without Boimler or some other more powerful (and expensive) cooldown solutions, we're stuck with Photonic Officer II and Chrono-Capacitor Array, plus a little readiness. However, it mostly works out. Don't mind the orange bar on the bottom; the tool was designed for T6 ships and this is a T5.
Not a lot of keybinding here. A simple spambar for Fire at Will, Tactical Team, both bays, Attack Pattern Beta, Emergency Power to Weapons, Go Down Fighting, Torpedo High Yield, Tractor Beam, Photonic Officer, Emergency Power to Engines, and Scatter Volley. Everything else is manually activated. Like I said, no frills on this one.
Prelaunch both bays to get them fully populated before the countdown ends. You want to use all your console actives in the first fight, targeting the central cube first. Trigger Evasive Maneuvers to fly over to the left transformer and fire off all major abilities while at 1/4 impulse or stopped within 2 km of the transformer. FAW/CSV should take care of most targets. Once 2-3 of the generators are down, target the transformer. Be careful in timing EPtE here, as you'll need it to reset your Evasive Maneuvers. Ideally you activate EPtE here to reset the cooldown on Evasive and it's still active to fly to the right. I rotate to face inward toward the gate.
When the transformer is less than 5%, fly towards the ball of spheres and give them a torpedo spread and cycle or two of firing. Once they start thinning out, Evasive Maneuvers again with Deuterium (reset due to Emergency Power to Engines) and head to the right side. Rinse and repeat, then Evasive Maneuvers again to fly between the Tactical Cube and Gateway. Stay nose on: no broadsiding. Make sure to flank the Tactical Cube. Lastly, don't forget to summon your Delta Alliance Beacon/Nimbus Pirates as well as Fleet Support. In an average ISE run, I can get two off: one at the start and one at the end.
The importance of Crit and Flanking cannot be oversold. I saw significant increases in DPS from boosting Crit in doffs and traits. 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 are from record ISE:
Elite Scorpion Fighter: 106,853
Krenim Chronophage: 44,353
Enhanced Bio-Molecular Photon Torpedo: 42,872
Kinetic Cutting Beam: 41,873
Terran Task Force Dual Heavy Disruptor Cannons - Scatter Volley II: 38,293
Terran Task Force Disruptor Beam Array - Fire at Will I: 28,707
Disruptor Wide Angle Dual Beam Bank: 27,188
Fleet Support: 20,254
Heavy Bio-Molecular Disruptor Turret - Scatter Volley II: 20,162
Disruptor Wide Angle Dual Heavy Beam Bank: 20,058
Terran Task Force Dual Heavy Disruptor Cannons: 19,498
Terran Task Force Disruptor Array: 16,591
Digital Compilation Field: 15,873
House Martok Disruptor Beam Array - Fire at Will I: 13,479
Concentrate Firepower III: 10,247
House Martok Disruptor Array: 10,245
Heavy Bio-Molecular Disruptor Turret: 7,813
Gravity Well II: 5,038
Distributed Targeting: 4,573
Anti-Time Entanglement Singularity: 3,587
Tractor Beam I: 1,166
Swarmer Matrix: 1,158
Tethered Non-Baryonic Asteroid: 569
Bio-Molecular Incubation: 474
Withering Radiation: 300
Counter-Offensive: 285
Normally we try for 40% pet damage to call something a carrier, but at this budget level, that's just not possible. 128K out of 502K is a mere 25% damage from pets, but the top parsing item is still the Scorpions. Team composition was this ship, a support tank, and 3 supports.
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. However, the Kar'Fi is unique as the only ship with 2 bays, 7+ weapons, and Commander Science . Consulting Fleffle's Sortable List with those parameters entered, it’s the only one with this specification so I consider it a standalone.