U.S.S. Lydia Litvyak
Fleet Engle (Earhart) Strike Wing Escort
Fleet Engle (Earhart) Strike Wing Escort
Last Updated March 2026
The goal of this build is to create a very efficient Cannon Scatter Volley build that leverages Concentrate Firepower III as well as a hangar bay and experimental weapon for what ends up as a quite effective build rather in solo or group content. This is our first energy build at this budget tier to break 1 million DPS.
Platform Selection
The Earhart is somewhat less touted of a ship, but it has Command seating for effective leveraging of a torpedo as well as a uniquely-powerful trait (Target That Explosion) for ships with a hangar, as well as five fore weapons and an experimental weapon slot.
Flavor/Theme Choices
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Ferengi captain
This is an economy build, with limited C-store purchases up to 10K Zen and 100M EC limit, but no Lobi, lockbox ship or promotional ship items. See the build costs page for more detail.
Lydia Litvyak, the White Lily of Stalingrad, was a famed Soviet fighter pilot, during the Second World War. Female pilots were a relative rarity, much less fighter pilots, yet Litvyak had natural talent and not only excelled in combat, but rose to become an ace. In honor of her talent and bravery, this ship bears her name as it dives into combat with cannons ablaze.
ISA: 318K (solo, deathless)
ISE: 1155K (premade)
HSE: 801K (premade)
Using the EZRA rubric, this build would cost 106 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
1 Lockbox console, 1 Lobi/Exchange trait, 1 lockbox personal trait, 1 lockbox starship trait, 1 lockbox doff, 1 lockbox boff power
Withering Barrage from Klingon Recruitment (optionally another T6 ship)
Reputation + fleet gear; all Mk XV Epic
0 R&D Promotional, Legendary, Lockbox or Lobi ships
March 2026: Released build
This is mostly an energy DPS ship. Not a lot of frills here, but this is a very high-performing ship for the budget.
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
If you have access to the Pahvan Omni, that would displace the Gamma Turret. It acts as a cannon under Scatter Volley.
Notes:
If you T6-X2 the ship, the Antares Distress Protocol would be a good slot. Alternately, Subspace Field Modulator if you don't have access to it.
Notes:
There are enough Phaser pieces on this build that it's pretty well bound to Phaser type. I do not recommend trying alternate types.
Meta-Focused Tweaks:
With more budget, you could certainly consider better consoles like Approaching Agony or Immolating Phaser Lance. Custom Power Matrix and DOMINO are strong slots if you have them from events. The more actives you add, the more the value of the Subspace Fracture Tunneling Field from the Vovin gains.
Budget Tweaks:
This build is pretty cheap, but if you had to drop something, Hull Image Refractors could be a Zero Point Energy Conduit.
Meta Notes
You could run Unconventional Systems on this if you were so inclined, but you'd want more active consoles on here, like DOMINO, Adaptive Emergency Systems, Flagship Computer, Krenim Chronophage, etc.
Meta-Focused Tweaks:
For survivability, Whole Lotta X's is much better than Bulkhead Technician. Replacing Innocuous with Intelligence Agent Attache is a strong power increase. Replacing Operative with Breen Shield Tunneling or Context Is for Kings would be another good increase.
Budget Tweaks:
I don't know that you can get much cheaper without severely impacting the build. Dropping Boimler Effect for Accurate is a serious downgrade.
Meta-Focused Tweaks:
Picking up another trait via T6-X2 at this price point would lead me to Superior Command Frequency. Other options at the C-store level include Strike From Shadows and Heart of Sol. Superior Area Denial with a pet featuring Pulse Cannons like To'Duj Fighter Squadrons or Valors would be another strong but expensive option.
Budget Tweaks:
These are pretty cheap and generally draw from ships where we can leverage multiple parts. Pilfered Power could be Improved Unconventional Tactics.
Meta-Focused Tweaks:
Crit-boosting energy weapons officers would be welcome additions, replacing the Projectile Weapons Officer and Maintenance Engineer with one each of the severity/chance ones.
Budget Tweaks:
If low budget
Skip the Maintenance Engineer. Unlocking the slot is somewhat superfluous for this build.
Pretty standard Boimler Effect + Photonic Officer setup. Note that you really need Boimler Effect to counteract Reroute From Life Support, which is not modeled in the tool.
Not a lot of keybinding here. A simple spambar for Torpedo Spread, Vulnerability Assessment Sweep, Tractor Beam, Kemocite, Emergency Power to Weapons, Hangar launch, Aux to Structural, Attack Pattern Alpha, Photonic Officer, FAW, Attack Pattern Beta, Go Down Fighting, Emergency Power to Engines, and Scatter Volley. Everything else is manually activated. Like I said, no frills on this one.
I don't do much prebuffing on ISE aside from hangar bay deployment and Emergency Power to Weapons, hitting Energy Amplifiers and [spacebar] as I fly in. 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 Fire On My Mark 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 Scatter Volley and Diversionary Tactics. I will often use a Reinforcements cooldown here as well. 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) and 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 notes from record ISE.
Prototype Phaser Hexa Cannons: 160,951
Target That Explosion: 143,498
Terran Task Force Dual Heavy Phaser Cannons - Scatter Volley III: 128,571
Wide Arc Dual Heavy Phaser Cannons - Scatter Volley III: 102,874
Prolonged Engagement Dual Phaser Cannons - Scatter Volley III: 95,817
Quad Phaser Cannons - Scatter Volley III: 91,468
Heavy Inhibiting Phaser Turret - Scatter Volley III: 62,906
Dark Matter Laced Quantum Torpedo: 56,716
Trilithium-Enhanced Phaser Turret - Scatter Volley III: 55,373
Digital Compilation Field: 39,588
Micro-Quantum Torpedoes Phalanx Array: 38,277
Anti-Time Entanglement Singularity: 30,673
Elite Type 7 Shuttlecraft: 24,639
Kemocite: 15,351
Quad Phaser Cannons: 12,141
Gravity Well I: 11,895
Nimbus Pirate Distress Call: 11,448
Prolonged Engagement Dual Phaser Cannons: 10,607
Wide Arc Dual Heavy Phaser Cannons: 9,786
Concentrate Firepower III: 9,149
Terran Task Force Dual Heavy Phaser Cannons: 8,274
Quad Phaser Cannons - Rapid Fire I: 5,374
Terran Task Force Dual Heavy Phaser Cannons - Rapid Fire I: 4,545
Prolonged Engagement Dual Phaser Cannons - Rapid Fire I: 4,203
Trilithium-Enhanced Phaser Turret: 4,046
Wide Arc Dual Heavy Phaser Cannons - Rapid Fire I: 4,012
Heavy Inhibiting Phaser Turret: 4,007
Heavy Inhibiting Phaser Turret - Rapid Fire I: 2,686
Trilithium-Enhanced Phaser Turret - Rapid Fire I: 2,408
Distributed Targeting: 1,805
Tractor Beam I: 1,693
Concentrate Firepower: 443
Counter-Offensive: 345
Destabilized Emitters: 7
Note again the power of the Hexa-cannons (and yes, this is post-nerf) and the Target That Explosion trait. The Achilles console also came in strongly at 38K DPS. The team composition for this run was this ship, a support tank, and three supports.
There are not many ships with at least some Command seating, a hangar bay, and a 5/2/1 weapons layout with an experimental weapon. Besides the cross-faction Sech, your other option at this price point is a Fleet Norway/Valdres. This ship can easily accommodate this build, but will have to drop Kemocite, and pick up Override Subsystem Safeties instead. Another more expensive option is the Dhailkina Command Strike Wing Escort, which again picks up Intel seating. Once again, you can pick up Override Subsystem Safeties over Kemocite. I'm not convinced this is a worthwhile tradeoff since that ship has a Singularity Core instead of a warp core.