I.G.S. Jhamel

Andorian Chimesh Pilot Escort

Build Overview and Focus

Last Updated December 2023

The goal of this build was to combine an Antiproton Scatter Volley build on Escort with Pilot abilities whereas previously I had been using that weapon set with a Temporal build. I chose Antiproton for the visuals and variety. There's nothing particularly special about Antiproton in terms of cannon builds and arguably something in the Phaser or Disruptor flavors would have been more powerful, but I wanted to build a pure cannon escort with not a lot of other frills.

Platform selection

I chose the Chimesh because it was a relatively accessible C-store platform with 5 fore weapons and Pilot abilities. Is Pilot optimal? No, that'd be Miracle Worker or Intel, but I didn't have a ton of ships with Pilot seating in my roster and wanted to really embrace the flavor of a speedy escort.  It's especially potent after the 2023 Pilot Revamp.

Flavor/Theme Choices


Jhamel was a female Aenar who was able to stop a Romulan plot involving drone ships with holoemitters to stir up strife between other Alpha Quadrant races while working in cooperation with Andorian Guard Commander Shran as well as Human Captain Jonathan Archer. Her heroism in persuading her captive brother to sabotage the drone ships telepathically stopped the plot and was one of the instrumental incidents leading to the founding of the Federation. This vessel honors her legacy of heroism and service.

Meta Analysis

Budget Analysis

Using the EZRA rubric, this build would cost 502 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

Of course this build is very focused on energy damage and the chart reflects that. That said, with Pilot Maneuvers, Fly Her Apart, and other speed-boosting parts of the build, it's also very nimble. 


Skill Unlocks


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. Temporal Operative would be another viable choice for primary.


Starship Weapons


This ship’s primary role is Energy DPS. Its primary weapon systems are Antiproton Cannons of various flavors. I went for a variety of cannon subtypes purely for visuals. I love seeing the different red-purple cannon splats of various shapes, frequencies, and sizes. That’s why there’s a Ba’ul and a Delphic cannon in there. The build would function just as well if not better with regular Antiproton for all the slots. I avoided Radiant weapons because they are significantly different in color and they don’t benefit from any other haste except their own. Weapon flavor is Antiproton because they look cool. Energy type doesn’t matter (much). Could have just as easily been any other type. 

Mods: Recent investigations on this particular ship using the energy weapon calculator showed that taking [CrtD] mods wherever possible was a net win. This is not universally true.

Torpedoes: I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Super Charged Weapons, is NOT a DPS loss compared to beam arrays. The Dark Matter torpedo provides a fantastic 2-piece bonus in addition to fueling Super Charged Weapons. 

Starship Equipment


This ship is sufficiently nimble that the Prevailing Regalia engines are not worth it. If I felt I needed more defensive tools, the Stamets-Tilly 2-piece is also an option, using it over the fleet core. Instead, we'll go for max offensive stats from deflector, engine, and warp core.  

Starship Consoles

Set Bonuses


Not many set bonuses are particularly good for antiproton exclusively (aside from the Ba'ul 2-piece Lobi set, which is more for tanks), so instead this build focuses on generically good bonuses and consoles rather than sets. The only set bonus is the near-ubiquitous Lorca's Ambition 2-piece for 25% Critical Severity. 

Alternate Energy types: 

Obviously all weapons would need to be replaced except the torpedo. Alliance Tactics is the only console to replace. Keep D.O.M.I.N.O. and replace the fleet consoles with the appropriate flavor.

Meta-Focused Tweaks:

Budget Tweaks:

Bridge Officers

Meta Notes


Personal Traits

Meta-Focused Tweaks:

If you want to go full glass-cannon with unlimited budget:

Budget Tweaks:

If low budget, (try and keep the ones at the bottom) 

Starship Traits

Meta-Focused Tweaks:

These are pretty well the best traits at this price point. If your budget is unlimited

Budget Tweaks:

If low budget, (try and keep the ones at the bottom) 

This build basically won't work without Emergency Weapon Cycle but if you really can't swing it, try Arrest from the Constable specialization to help fill cooldowns as presumably you won't have Boimler Effect either.


Improved Critical Systems was superior to Promise of Ferocity or Piercing Projectiles, but it was very close. If you don't have ICS, consider one of those at the C-store level. Entwined Tactical Matrices can be used to replace Withering Barrage, just make sure you stagger out your Torp Spread and Cannon Scatter Volley instead of stacking them. 

Reputation Traits

Active Reputation

Duty Officers

Meta-Focused Tweaks:

If you're truly space-rich

Budget Tweaks:

 If low budget



This ship manages cooldowns via Photonic Officer I and The Boimler Effect.  Note that with a good Photonic Officer timing and Calm Before the Storm, as shown here, I barely need the Boimler Effect, but those aren't always on good timing cycles so it's mostly to fill gaps.  Within a 10 second rotation, I have a 92% chance of triggering Boimler so cooldowns should be solid here.That said, I do not recommend slotting the Boimler Effect as your only CDR source. The chart gets weird in that Construction Wing Shuttle has a longer duration than its cooldown so it kind of breaks. 

Link to CDR sheet for this build

Ship Stats


Keybinds are essential to how I fly this ship. Since my background is in RTS games and MOBAs, I'm very comfortable with using my left hand to both fly and activate keys, but I basically keep this one to a single spam bar.

Everything else is activated manually. Note that Fly Her Apart is a toggle and spamming it does not lead to good things as you will turn it off before the buff is fully charged. 


I don't do much prebuffing on ISE aside from Kobayashi Maru and Emergency Power to Weapons, hitting Energy Amplifiers and [spacebar] as I fly in. Use Fly Her Apart about 5-10 seconds before countdown ends. I use my big buffs and keep spacebar cycling at the first group. On ISA, I’d save the big buffs until the left generator. Next, I hit Evasive Maneuvers and fly to the left side, activating remaining buffs and keeping the tactical chain going. Target the generator with Sensor Scan and position to hit the smaller transformers as well. With a cannon build, you often will not be at optimal point-blank range if it helps hit three targets with Scatter Volley instead. This is a trade worth making. 

As the generator is about to die, turn and engage the ball of Nanite Spheres, aiming to use Refracting Tetryon Cascade and Diversionary Tactics. I will often use a Reinforcements cooldown here as well if I could not activate Fleet Support earlier. 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. As it's dying, I turn back on the gateway and FIRE EVERYTHING!

I try to stay so that my cannons can hit the gateway and any nearby spheres. Priority targets for Gravity Well are initial Tac Cube (ISE only), left generator, right generator, gateway, Tac Cube. On ISE, you generally get initial Tac Cube, left or right generator, tac cube. If it's a fast run, avoid using Gravity Well on Generator and save for Gateway with Quantum Singularity Manipulation. Since I am using Intelligence as primary specialization, 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.

Parse Breakdown

Parse notes from record ISE.

Weapon crits were around 80%, flanking about 30% for energy weapons. Could've been better but I'm happy with the overall results. 


There are plenty of Commander Pilot ships with 5 fore weapons, so your options are plentiful. Obviously the cross-faction equivalents of the Chimesh (Nemosin, Ikkabar) would translate seamlessly. Beyond that, the Icarus and its cross-faction equivalents could port this build with a little shuffling of boff seats, downgrading Emergency Power to Weapons by one rank. At higher price tiers, you could also fit this build on a Miradorn Raider or Kelvin D4X, dropping a pair of aft weapons.