I.K.S. Kut'luch
Legendary Inquiry Battlecruiser
Legendary Inquiry Battlecruiser
Last Updated August 2026
In 2026, I decided to make a KDF character as part of making our Cadet Handbook. The Legendary Negh'Var came out around the same time and it was similar in seating to the Nagus, which I'd previously built as a midrange FAW build using a mix of energy flavors (a rainbow build). The Legh'Var was a natural fit for an Orion pirate to make an upgunned version of the Nagus build, so I chose that as her main Elite-farming TFO build. As anyone who's tried to level up a KDF character or fleet can attest, you need a certain amount of self-sufficiency because there aren't as many KDF players and fewer still with capable builds.
Flavor/Theme Choices
Increased survivability for soloing patrols on Elite, including Hull Image Refractors console
Rainbow build
1 torpedo
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Orion 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.
The Kut'luch is a Klingon knife, versatile and deadly. Its serrated blade was used in a ritual signifying when a Klingon has truly earned the title of warrior. This ship was the one I used to bring this character into the ranks of my Elite-capable fleet and as such has earned this lethal moniker.
ISA: 474K (solo, deathless)
ISE: 1496K (premade), 867K (public)
HSE: 1639K (premade)
Using the EZRA rubric, this build would cost 351 USD to replicate, making it one of our cheaper premium builds, but still, that sounds like a lot. 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 Legendary bundle (Legendary Battlecruiser) with a C-store token we'd use on the Ahwahnee.
2 Event ships (Vovin, Eleos), 2 Event items (Kobayashi Maru, SS Antares Distress Protocol, Pahvan Omni)
2 lockbox consoles, 6 lockbox traits, 5 lockbox doffs, 1 lockbox bridge officer power
1 Lobi trait
Reputation + fleet gear; all Mk XV Epic
0 Legendary, or Lobi ships
September 2026: Released build
Build Focus
This build combines energy DPS with survivability. There are some small contributions from projectiles and other supportive concepts as well, but those are tertiary.
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
Torpedoes: One, I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Entwined Tactical Matrices and Super Charged Weapons, is NOT a DPS loss compared to beams. I slotted the Enhanced Bio-Molecular torpedo to leverage its strong High Yield mode on a ship with Concentrate Firepower.
DBBs: Despite "don't mix weapons" being conventional wisdom for good reason, I've chosen to mix in the Wide-Angle DBB and other fore-firing weapons. For one, I wanted the two-piece bonus without the torpedo. For two, specifically on a FAW build with a torpedo and 2 Omnis, most of my weapons are hitting my forward arc anyway. With 100% FAW uptime and at least 1 target in my side or rear arc, I'm firing that beam pretty much all the time anyway. Suffice to say, with this specific build (FAW) and decent piloting, I'm not really losing uptime on either my torp, or my WADBB. There is no issue when using DBBs with Broadside Beam Support; check the parse notes, it works just fine.
Rainbow Weapons: This build can stack Twinkling Lights up to 5 times. Tetryon lacks a truly compelling weapon but it might be worth it to get 1 more stack in there.
Notes:
Hangar: If you want more thematic KDF pets, run Rare To'Duj Squadrons and slot Superior Area Denial over Thirst For Battle
Notes:
Console Selection: On a mixed energy type/flavor build with beams and cannons from all 6 flavors, we can't really use Isomags or Locators, which pushes us to a more generic setup with lots of console cooldown support. This is akin to a Krait build popularized by YouTubers, but I'm using less direct damage consoles.
Meta-Focused Tweaks:
If going full DPS with unlimited budget, you’re picking some different things. That said, for higher damage at higher cost:
Dilithium Transporter from the Credence is very strong. Also expensive.
Consider slotting Rare To'Duj Squadrons or Elite Kelvin Timeline Assault Drones with Superior Area Denial
Drop the SAFG for something like DPRM
Budget Tweaks:
If low budget, consider looking at our Nagus build for something still in the rainbow build space but less expensive.
Drop Custom Power Matrix for Assimilated Module
Coordinated Engagement Solution could be swapped for Computer-Assisted Flight Algorithms
Meta Notes
Could replace Reverse Shield Polarity with Ionic Turbulence III if going full glass. This would make the ship significantly squishier though, so I don’t. Would also need to replace a doff.
Meta-Focused Tweaks:
If going full DPS, with unlimited budget
Whole Lotta X's -> Duelist’s Fervor
Harmonic Shield Linkage -> Adaptive Offense or Terran Targeting Systems
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Harmonic Shield Linkage (Elite Captain unlock)
Whole Lotta X's -> Redirected Armor Plating
Context Is For Kings -> Operative
Intel Handler -> Accurate
Breen Shield Tunneling -> Point-Blank Shot
A Good Day to Die -> Innocuous
Intelligence Agent Attache -> Beam Barrage
Meta-Focused Tweaks:
The meta would probably replace Thirst For Battle with Universal Designs
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop To Hell With Our Orders
The 2 Battlecruiser bundle traits could be much cheaper, like Improved Critical Systems and Strike From Shadows or Superior Command Frequency
Notes:
Meta-Focused Tweaks:
If going full DPS with unlimited budget,
Good luck getting one, but 27 of 47 gives you a chance for CrtH on use of Tac Powers and CrtD on use of Intel powers. Would replace the RSP doff if not using RSP
Budget Tweaks:
If low budget
Downgrade the Fabrication Engineer to Rare
Replace the Energy Weapons Officers with a Warp Core Engineer for a little extra power on EPtX and the Exocomp that gives bonuses on Battery use
Replace Dal R'El with a Conn Officer for a little CrtH and to reduce Tactical Team cooldown
This ship manages cooldowns via Photonic Officer and Boimler Effect, which is a pretty standard setup. Dropping Photonic Officer is possible but risky, as you're relying on pure RNG to manage cooldowns and as such I don't like it.
With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential. That said, I reduce the complexity somewhat to make it easier to fly.
Main spambar: (Spacebar, trays 1 and 3) Attack Pattern Alpha, Emergency Power to Engines, M6 Computer, Intel Team, Type 7 Shuttles, Kobayashi Maru Transponder, Go Down Fighting, Attack Pattern Beta, Emergency Power to Engines, Fire at Will, Tactical Initiative, Vulnerability Assessment Sweep, Coordinated Engagement Solution, Kemocite-Laced Weaponry, and Photonic Officer.
Torpedo combo: (1 key) Torpedo Spread I; Fire Torpedo. 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.
This first one is not this specific ship but covers general piloting tips for this build type on ISE
I start with basic combos for the first 3 cubes. In an ISE run, I will use all of my longer cooldown buffs in the first fight as well, but not on ISA. 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 should take care of most targets. Once 2-3 of the generators are down, target the transformer with Focused Frenzy and Fire On My Mark. 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. Some clever angling will keep the torpedo/dual cannons/DBBs firing as well as the aft beams. Make sure to flank the Tactical Cube. Frenzy and Fire On My Mark should be available here again.This is where you use DOMINO, FPNA, and Adaptive Emergency Systems.
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 40% 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
Pahvan Proton Beam Array: 267,237
Krenim Chronophage: 158,393
Phaser Wide Angle Dual Beam Bank - Fire at Will: 145,428
Terran Task Force Disruptor Beam Array - Fire at Will III: 102,411
Omni-Directional Herald Antiproton Array: 95,216
Broadside Beam Support: 78,405
Enhanced Bio-Molecular Photon Torpedo: 74,957
Technical Overload: 69,608
Wide Arc Dual Heavy Disruptor Cannons - Rapid Fire I: 66,938
Advanced Piezo-Plasma Dual Cannons - Rapid Fire I: 60,084
Terran Task Force Disruptor Beam Array - Fire at Will I: 54,178
Digital Compilation Field: 38,730
Temporal Disorder: 38,433
Broadside Combat Module: 36,140
Advanced Inhibiting Polaron Heavy Turret - Rapid Fire I: 29,646
Anti-Time Entanglement Singularity: 26,620
Wide Arc Dual Heavy Disruptor Cannons - Scatter Volley I: 19,211
Kemocite: 18,152
Advanced Piezo-Plasma Dual Cannons - Scatter Volley I: 16,218
Elite Type 7 Shuttles: 15,695
Advanced Piezo-Plasma Dual Cannons: 13,500
Advanced Inhibiting Polaron Heavy Turret - Scatter Volley I: 13,298
Wide Arc Dual Heavy Disruptor Cannons: 12,223
Terran Task Force Disruptor Array: 11,985
Concentrate Firepower III: 10,894
Advanced Inhibiting Polaron Heavy Turret: 5,488
Phaser Wide Angle Dual Heavy Beam Bank: 4,376
Distributed Targeting: 3,259
Concentrate Firepower: 2,278
Phaser Wide Angle Dual Heavy Beam Bank - Overload I: 1,808
Omni-Directional Herald Antiproton Array - Overload I: 1,674
Bio-Molecular Incubation: 980
Pahvan Proton Array - Overload I: 911
Terran Task Force Disruptor Array - Overload I: 910
Counter-Offensive: 176
Withering Radiation: 140
Weapon crits were around 80-90%. Flank rate was around 20% averaged across weapons. The team composition for this run was this ship, a support tank, and three supports.
For survivability, I'll provide the heal breakdown from solo ISA to illustrate how this ship stays alive:
Shield Absorptive Frequency Generator: 6799 HPS
Harmonic Shield Linkage: 513 HPS
Energy Refrequencer: 419 HPS
Automated Reinforcement: 170 HPS
Dal R'el: 104 HPS
Hazard Emitters: 87 HPS
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. In this case, we’re looking for a ship with a 5/3 weapons layout, with LtCmdr Intel, at least some LtCmdr Cmd seating, and Commander Engineering, with only 2 forced Science seats and a hangar bay Consulting Fleffle's Sortable List with those parameters entered, you get this:
The Legendary Galaxy Dreadnought Cruiser has literally the exact same seating. Just plug and play. Consoles are no problem because we mostly use universals.
The Legendary Scimitar's seating is a little bit different. You'll need to move Attack Pattern Beta up to rank 3 at Commander, drop RSP down to rank 1 on the Eng/Command seat, and swap out the Warp Core for the equivalent Singularity Core.