U.S.S. Ada Lovelace
Lamarr Temporal Science Dreadnought
Lamarr Temporal Science Dreadnought
Last Updated December 2025
I've generally left the combination of energy weapons and exotics, often referred to as "DEWSci" to others principally Jay. My stance on it was that it was fairly inefficient compared to full Exotic builds leveraging EPG-scaling torpedoes. A couple of things changed to inspire me to venture back into this space:
The rise of universal consoles uber alles means that the weapons loadout matters increasingly little and DEWSci builds of a particular flavor are actually at the top of the leaderboard.
The Lamarr came out. I have always loved the Sovereign aesthetically out of all the movie Enterprise variants, but the platforms themselves in STO have been lackluster at the T6. The Lamarr is easily the best Sovereign and I am excited to fly one with such a high ceiling.
Platform Selection
The Lamarr itself strongly lends itself to a DEWsci focus. Commander Science and a Secondary Deflector with full Temporal specialization synergizes strongly with slotting at least some exotics. At the same time, Miracle Worker seating, a 4/3 weapons layout, and a forced LtCmdr Engineering seat suggests that energy weapons would be a better fit than torpedoes.
Flavor/Theme Choices
Increased survivability for soloing missions on Elite
Slotted Phaser to align with Federation faction.
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Science captain
Human 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.
Ada Lovelace is often referred to as the mother of computing. Brilliant even as a youth, she is known best for publishing the first computing algorithm and helping publicize potential uses of the computer. Her work and vision in the field of computing have been honored through a computer language, a college, several awards and buildings, and now this Lamarr-class vessel.
ISA: 366K (solo, deathless)
ISE: 1330K (premade)
HSE: 1205K (premade)
Using the EZRA rubric, this build would cost 746 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 Promo ships for the Lamarr itself and the Ruin of Our Enemies trait (I admittedly got it from a much cheaper box that's out of circulation. Nowadays it costs you a D7)
The Legendary Battlecruiser bundle which comes with a bunch of stuff we'll use and a T6 C-store coupon which gets used on the Gagarin
4 other T6 C-store ships (Ahwahnee, Atlantis, Clarke, Lo'lah)
1 Lobi ship (Iktomi), 1 Lobi trait (Boimler Effect)
2 Event ships (Hysperian, Eleos), 1 Event device (Kobayashi Maru Transponder), 1 Event weapon (Pahvan Omni) 1 Event gear set (Imperial Rift)
1 Lockbox console, 6 lockbox traits, 5 non-standard doffs, 1 lockbox bridge officer ability
Reputation + fleet gear; all Mk XV Epic
December 2025: Released build
Build Breakdown
This ship is pretty evenly split between energy DPS and exotics, but also has some concessions to hangar and a projectile. There's also some build space for survivability, agility, and even supportive concepts. It's all over the place, which is pretty typical for DEWSci
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
Single points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
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 is using Gravity Well and other control-based abilities, having both points in ControlX boosts those as well as the Fragment of AI Tech trait adds value. I take a single point in DrainX to help resist drains and two points in EPG for boosting the Exotics like Gravity Well on this 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, 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.
I went with Intel and Temporal, which gave me the offensive benefits from Temporal (sans Temporal Cross-wiring) along with Intel's flanking and Intel Fleet. That said, not having Temporal/Strategist leaves me significantly squishier. Previous iterations were more themed around confuses and disables but I've made further concessions to DPS to make it fully Elite-capable.
Notes
Jay tends towards cannons with his DEWSci, but I chose beams and FAW for this build 1) to show that it can be done at a high level, and 2) because thematically, cannons on a Sovereign felt weird. You could slot cannons if you wanted.
Notes:
If you don't have Imperial Rift, see the notes above.
Notes:
Alternate Energy types:
There are a number of Phaser-specific things on this ship so it'd be a little harder to move away from Phaser. I chose not to use the Dark Matter torp on this build instead getting the 2-piece via the console since the Gravimetric parsed so well.
Meta-Focused Tweaks:
You'd have to start spending a bit more here to get more powerful universal consoles. The Immolating Phaser Lance would be a solid choice but I don't have Universal Designs to really benefit it on this character.
Budget Tweaks:
Drop Custom Power Matrix (T6-X2)
Replace the Proton Eruptor with Delphic Tear Generator
Meta Notes
Null Pointer Flood could be swapped for Narrow Sensor Bands but I wanted another Uncon trigger
Meta-Focused Tweaks:
If you want to go full glass cannon with a DPS-focus:
Whole Lotta X's -> Terran Targeting Systems
Give Your All -> Adaptive Offense
Budget Tweaks:
Drop Fire Ball Escape (Elite Captain unlock)
Fragment of AI Tech -> Point-Blank Shot
Context Is For Kings -> Redirected Armor Plating
Intel Handler -> Astrophysicist
Context Is For Kings -> Operative
Meta-Focused Tweaks:
DEWSci is inherently not meta.
Budget Tweaks:
Drop The Ruin of Our Enemies (T6X2 upgrade)
Drop Improved Photonic Officer (T6X upgrade)
Temporal Tunneling -> Improved Command Frequency (Command specialization)
This build basically won't work without Emergency Weapon Cycle or ETM.
Notes:
If I had Terran Machinations, I'd slot it, but that's an expensive purchase that this ship doesn't need to be capable.
This section gets kind of spendy, but if you're looking for a C-store alternative to Ruin, try Strike From Shadows.
Meta-Focused Tweaks:
DEWSci is fairly subjective, but these are pretty darn good for what you get. The Tac/Temp Strength Through Unity would be better but pricy.
Budget Tweaks:
If low budget
Energy Weapon Officer -> Exocomp (Phoenix Box) Maintenance Engineer for extra buffs on batteries
Energy Weapon Officer -> Fabrication Engineer from K-13 that grants minor skill boosts on use of ensign skills
Matter-Antimatter Specialist -> Fabrication Engineer from K-13 that grants minor skill boosts on use of ensign skills
These are cheap/free but provide far less benefit
This ship manages cooldowns by Photonic Officer I with Improved Photonic Officer. I was not quite at global on some of my powers with IPO and PO I, so I kept Boimler Effect. It'd be just as easy to swap it out, especially as I acquire more cooldown endeavor points.
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. If I was more acclimated to a gaming mouse with lots of buttons, I could map activations to that as well. Remember that keybind progression in STO generally works from the edges to the center
Tactical chain: [Spacebar] Emergency Power to Engines, FAW, Auxiliary to Structural, Heisenberg, Launch Shuttles, Kobayashi Maru, Null Pointer Flood, Mixed Armaments Synergy, Structural Analysis, Photonic Officer, and Emergency Power to Engines.
Torpedo combo: [1] Torpedo Spread I and the torp goes here. Manual keybind to activate torpedoes. I generally leave the torpedo auto-firing, but sometimes STO is slow to fire the torpedo even when it's off cooldown and the spread is armed. I fire this every 10 seconds after FAW 3 is triggered to get my FAW from Entwined Tactical Matrices.
[5] is a special keybind specifically for the Subspace Fracture Tunneling Field off of the Vovin. The specific key sequence I use has that console on a tray by itself, wrapped in a command to deselect the target, as I generally don't want to use the teleport, as it's very disorienting, especially on HSE. Thus, the row for that in the keybind file is "+TrayExecByTray 4 1 $$ target_clear". If I want to use the teleport, I just hit it manually.
Everything else is activated manually.
This video is not this ship, but shows how to fly ISE in this type of build
I don't do much prebuffing on ISA/ISE aside from Kobayashi Maru and Emergency Power to Weapons. At 5 seconds until launch, I hit Emergency Power to Engines. I'll use a Large Aux battery to power FPNA, Scattering Field, and Sensor Scan at the start. I start in Support Config until all the Exotic consoles/powers are used, leading with Gravity Well, and then switch to Offensive config. Keep spacebar cycling at the first group along with the exotic consoles/powers. On ISA, I’d save the big buffs until the left generator. Next, I hit Evasive Maneuvers and fly to the left side, and keeping the tactical chain going as well as any exotics that come off cooldown but NOT Gravity Well. Use Tyken's Rift instead Target the generator and position to hit the smaller transformers as well. Make sure to trigger the SFTF to reduce console cooldowns as well.
As the generator is about to die, turn and engage the ball of Nanite Spheres briefly. I will often use a Reinforcements cooldown here or at the left transformer. 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 in case they are needed. As it's dying, I turn back on the gateway and FIRE EVERYTHING! This is where Quantum Singularity Manipulation should be used with a Gravity Well and Anti-Time Entanglement Singularity as well as any other exotics available. After your initial burst of exotics are down, position nose-on to the gateway and keep firing until its down.
I try to stay so that my dual beam banks can hit both the gateway and any nearby spheres. Once the gateway is down, turn on the Tactical Cube. Another Gravity Well will likely be available at this point. Don't forget to call a second reinforcements cooldown if it's available.
Numbers from record ISE:
Pahvan Proton Beam Array: 226,288
Proton Eruptor: 158,531
Deteriorating Secondary Deflector: 107,804
Terran Task Force Phaser Beam Array - Fire at Will: 88,401
Phaser Dual Beam Bank: 84,946
Phaser Wide Angle Dual Beam Bank - Fire at Will: 83,013
Gravimetric Photon Torpedo: 66,647
Electromagnetic Echo Pulse Ripple: 63,934
Phaser Beam Array - Fire at Will: 62,375
Genesis Seed: 49,529
Elite Type 7 Shuttlecraft: 17,158
Anti-Time Entanglement Singularity: 41,068
Digital Compilation Field: 37,150
Heavy Inhibiting Phaser Turret: 36,239
Phaser Wide Angle Dual Heavy Beam Bank: 33,869
Terran Task Force Phaser Array: 33,388
Gravity Well III: 22,891
Destabilizing Resonance Beam I: 20,112
Phaser Beam Array: 19,138
Entropic Rider: 17,372
Heavy Inhibiting Phaser Turret - Scatter Volley: 16,758
Tyken's Rift II: 12,631
Infinity Support Courier: 9,475
Fek'ihri Torment Engine: 7,904
Distributed Targeting: 4,328
Molecular Deconstruction Beam: 3,942
Concentrate Firepower III: 3,851 - I was very unlucky here
Photonic Fleet: 3,451
Nimbus Pirates: 3,176
Withering Radiation: 530
Counter-Offensive: 122
Phaser Turret: 34
Weapon crits were around 50-70%, exotics were generally higher, up into the 90s. The damage spread on this was 51.2% energy DPS, 36% Exotic, 6% Projectile, 2% Pet, and 5% Other.
The Lamarr is unique in being the only Cmdr Sci/Temp + MW ship with a secondary deflector AND a hangar. If you're willing to forgo the hangar, the Legendary Nebula and Protostar are both options. The Legendary Nebula, however, is going to lean more towards exotics. With some seat shuffling, you can downrank FAW and lose Aux2SIF to pick up Very Cold in Space or Narrow Sensor Bands. The Protostar leans more tactical, picking up Kemocite-laced Weaponry on tactical at the cost of Tyken's Rift.