D.V. ST-083773R
Legendary Jem'Hadar Attack Ship
Legendary Jem'Hadar Attack Ship
Last Updated May 2026
This build was developed as a cheaper alternative to the Reroute Reserves to Weapons ships on our site. Since the extension trait for this (and several other firing modes) comes from this ship, I thought it’d be good to leverage it here. Since the more expensive builds also use Disruptor to leverage the trait and console from the Hysperian Battlecruiser, I’m going to keep it as Disruptor, even though I won’t actually use those pieces in the interests of budget. If you’ve got ‘em, slot ‘em.
Reroute Reserves to Weapons adds an incredible amount of haste but also warps the typical method of building and accounting for power since it 1) drains engine power instead of weapon power, 2) the power drained is NOT returned at the end of the weapon's firing cycle, and 3) weapon power cost reduction has no effect on it.
Platform Selection
If you're using Reroute Reserves to Weapons, you NEED full Pilot (Commander), full stop. Then, since it's still an energy build it's better to have five fore weapons and 4-5 engineering consoles before T6X. Secondary specializations like Intel or Miracle Worker are nice as well. The Legendary Jem'Hadar Attack Ship has all of the above and happens to be the ship that supplies the extension trait for Reroute Reserves to Weapons (Vanguard Specialists).
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.
Standard alpha-numeric code for a Dominion ship, that might just coincide in certain programmer lingos with our favorite STO site!
ISA: 178K (solo deathless)
ISE: 994K (premade)
HSE: 868K (premade)
Using the EZRA rubric, this build would cost 96 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.
This build is reasonably cheap, although the use of a Legendary ship does necessarily increase the price.
Elite Captain/T6X upgrade, all fleet unlocks
1 Legendary Ship (Legendary Jem'Hadar Vanguard Attack Ship)
1 T6 C-store ship (Cyclone)
1 Lobi trait (Boimler Effect)
2 lockbox consoles, 1 lockbox trait, 2 lockbox bridge officer abilities
Reputation + fleet gear; all Mk XV Epic
May 2026: Revived build at Economy tier
Build Focus
This build leans hard into energy DPS. There are plenty of other secondary build emphases that led to choices for survivability or to benefit the torpedo or to add speed, but it's primarily an energy DPS ship. There is no hangar or exotic components of note in this ship.
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
Since I use this skill tree for both tanks and DPS build, taking two points in Hull Capacity helps survivability. Increased Hull Capacity boosts Tyler's Duality as well. I could have taken a second point in Hull Restoration but chose to take a point in Shield Restoration instead for the second science unlock.
I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it.
2 points in Impulse Expertise are 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 point in Shield Restoration is low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here
A single point in Shield Regeneration has surprisingly large impact on shield regeneration based on recent research by Jay
Since this character has Nadion Inversion, which scales with Drain Expertise, I take both points in DrainX. Two points in Control Expertise powers the Fragment of AI Trait.
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 use torpedoes 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 energy weapons + 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.
While Engineering captains can't output the raw DPS of a Tactical Captain, their abilities lend themselves quite well to energy DPS, and you're not really a glass cannon when you have doubled Miraculous Repairs. Since I'm also tanking on this toon, it makes it rather easy mode. Tacticals have more DPS, Engineers survive longer, and I'm not building pure glass cannon.
Notes
There's lots to discuss here. This one is spicy.
Disruptor: Disruptor has some advantages in that the Nausicaan console gives EPS. Could do similar things with Phaser via Reinforced Armaments.
Lorca's Ambition 2-piece: The Nausicaan set is non-value-added since it forces a Beam Array and a meh torpedo. Dark Matter ended up getting slotted by default and the console is good on its own with the 2-piece.
No Quad Cannons: Look, I enjoy Quad Cannons for their damage and visuals but they drain -10 extra engine power while firing on top of the Reroute Reserves to Weapon drain and for that reason they are not my go-to.
Gol-Type Psionic Resonator: Due to the budget, I needed a very efficient C-store purchase, with an Experimental Weapon, Console, and Trait that were all usable. The Cyclone fits the bill; the weapon did well.
Notes:
I don't need the Competitive Engines, as this ship has lots of speed. The regen helps counteract taking damage and the Bajor Core is feeding 12 power into all subsystems as long as I'm within 3 km of an enemy, which is very helpful.
Notes:
Power Drain:
At the end of the day, Reroute Reserves to Weapons is going to drain a LOT of engine power and since traditional weapon power cost methods like Emergency Weapon Cycle, Marion, or Rhythmic Rumble don't work on it, you have to do something a little bit different to sustain the haste. I've found a winning combination that works for me and my budget level that allows me to sustain RRtW III indefinitely:
Engineering captain with EPS Manifold Efficiency
Intelligence Agent Attache reducing EPS Power Transfer's cooldown
OSS III
Bajor Core at 150 DrainX
Emergency Power to Engines I and Emergency Power to Weapons III
I could probably reduce some of the mitigation methods somewhat, especially on an organized run, but for general use, I have 220.63% EPS and have Engine Power set to 75 with 20 (EPtE) + 10 (ship) + 3 (skills) + 10 (EPS Manifold Efficiency) + 13 (Bajor Core) + 10 (Dragonsblood Flame Reactor), plus Five Magics should be supplying some additional power. If you have 250% EPS or more and over 140 Engine Power (so 30 overcap), you're probably capable of sustaining a RRtW build firing 6 energy weapons. I also have EPS Power Transfer and OSS III in the mix, so those add additional power. OSS's chance of Engine Offline does NOT cancel RRtW.
Meta-Focused Tweaks:
Isomags would be stronger if available since we can replace 1-for-1
Custom Power Matrix in a Tactical slot would another great console if available
Dragonsblood Flame Reactor in the T6-X2 slot and Agony Redistributor over the Nausicaan Siphon Capacitor would be great.
Budget Tweaks:
Replace the Krenim Chronophage with the Assimilated Module
Meta Notes
Meta options would be replacing all boffs but maybe Weyoun with Superior Romulan Operatives or Watchers. Bor-ing.
If you're in love with Unconventional Systems, consider replacing the Hazard Emitters and Let It Go with controls like Tractor Beam and Jam Sensors. Drop Torpedo Spread for Clean Getaway.
Meta-Focused Tweaks:
The meta would be using a Tactical captain, so EPS Manifold Efficiency gets replaced with A Good Day to Die
If you wanted to go full glass, drop Give Your All and Grace Under Fire for Fire Ball Escape and Breen Shield Tunneling, or maybe Unconventional Systems if you have the consoles to make it work. I find it overrated myself at this budget tier for energy builds.
Budget Tweaks:
This is already pretty low budget, but Intelligence Agent Attache could be Accurate if you were truly strapped.
Meta-Focused Tweaks:
We're at a pretty low budget, so getting Super Charged Weapons or Emergency Weapon Cycle on here would be great via T6-X2 or replacing Pilfered Power
If you have the Legendary Battlecruiser bundle, Ship of the Line is another great fit, or potentially Five Magicks, to replace Improved Unconventional Tactics
Universal Designs or Ruin of our Enemies would be a replacement for Improved Critical Systems. Terran Goodbye and Ruin are fickle in that you must land the killing blow to stack them. This might be an okay build to replace Emergency Weapon Cycle on, but it'd need one of those expensive traits
Budget Tweaks:
This is pretty cheap and dropping anything basically breaks the build.
Notes:
If Improved Critical Systems is not available, you might try Synthetic Good Fortune or Strike From Shadows
Meta-Focused Tweaks:
If you have 27 of 47 lying around, obviously that is a substantial damage bonus, giving a chance for CrtH on use of Tac Powers and CrtD on use of Intel powers. He also costs more than a Lobi ship, so I passed.
Replacing the Research Lab Scientist, Gravimetric Scientist, and Projectile Weapons Officers with Crit-boosting Energy Weapon and Projectile Weapons Officers would be an obvious upgrade
Budget Tweaks:
These are all very cheap
This ship uses Photonic Officer with Boimler Effect as its primary cooldown mechanism. You can see above that we definitely need the extra boost from Boimler to clear all that orange excess cooldown. Boimler can be a little unreliable, but when paired with Photonic Officer it's usually pretty safe. Thankfully, with a high number of short rotation powers (10 over a 15 second rotation), there's an 97% chance or higher of at least 1 activation of the trait during a rotation.
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:
Spambar: (Spacebar) Reroute Reserves to Weapons, Emergency Power to Engines, Advanced Energy Amplifiers, Attack Pattern Beta, Large Engine Batteries, Torpedo Spread, Photonic Officer, Kemocite, Override Subystem Safeties, Emergency Power to Engines, and Tractor Beam
I don't map ALL of my abilities. In particular, do NOT map Fly Her Apart to a spambar, as it is a toggle and as such you'll cancel it before it's fully charged. The below image is what abilities I leave on visible trays:
I start with basic combos for the first 3 cubes. Usually I attack the center one first. Since it's a single-target build, especially on ISA, you'll want to make sure all the enemies in the first stage are dead before zooming off. In an ISE run, I will use all of my longer cooldown buffs in the first fight, but not 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. If I am soloing a side, target the smaller generators before the transformer. Save Computer Assisted Flight Algorithms for attacking the transformers and gateways. Similarly, only use Distributed Targeting and Intrusive Energy Redirection when attacking groups of enemies. Once 2-3 of the generators and cube are down, target the transformer with Focused Frenzy. As it dies, quickly rotate to face inward toward the gate. When the transformer is low health, fly past the ball of spheres with Evasive Maneuvers again (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.. Make sure to flank the Gateway Tactical Cube. Frenzy should be available here again. Lastly, don't forget to summon your Delta Alliance Beacon/Nimbus Pirates/Beacon of Kahless, etc. In an average ISE run, I can get two off: one at 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. On my runs, my weapons were parsing around 90% CrtH with roughly 60-70% flank percentage. Since flanking includes extra crit chance/severity with Intel and greatly benefits from the Computer Assisted Flight Algorithms console, you can't go wrong with flanking either! Look for the downward pointing arrow on your target.
Numbers from record ISE:
Krenim Chronophage: 148,300
Disruptor Wide Angle Dual Heavy Beam Bank: 132,513
Terran Task Force Dual Heavy Disruptor Cannons: 105,127
Terran Task Force Disruptor Array: 101,552
Dual Disruptor Cannons: 85,490
Gol-Type Psionic Resonator: 75,079
House Martok Disruptor Array: 66,932
Disruptor Array: 65,299
Dark Matter Laced Quantum Torpedo: 46,964
Kemocite: 39,811
Anti-Time Entanglement Singularity: 27,501
Digital Compilation Field: 25,981
Fleet Support: 21,376
Gravity Well I: 16,435
Distributed Targeting: 12,361
Concentrate Firepower III: 8,328
Jem'hadar Wingman (Beta): 4,496
Jem'hadar Wingman (Alpha): 3,019
Fly Her Apart: 2,278
Aftershock Gravity Well: 2,153
Tractor Beam I: 1,832
Counter-Offensive: 303
Withering Radiation: 110
The team composition for this run was a tank, and 3 supports. Crits were mid-80% for weapons and ~30-40% flank.
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. The key parts to this ship are Commander Pilot, 5 fore weapons, an Experimental Weapon, ability to run a Gravity Well alongside secondary Intel seating. Consulting Fleffle's Sortable List with those parameters entered, here are the results:
La Sirena is an interesting choice. it allows you to take the second Commander as Science, slot Gravity Well III, and move Hazard Emitters up. You do lose an aft weapon so the House Martok Omni is dropped.
The Legendary B'Rel drops the Disruptor Dual Cannons and a Tractor Beam. This is not a net win.
The Legendary Dhelan can port this build seamlessly as OSS just moves from the tac seat to the eng seat and the weapons layout is the same. You do need a Singularity Core for this, and ideally an [OLoad][SingC] one like the one Jay uses on his Khaiell would be ideal. Iconian is fine also.
I already have an RRTW build on the Deimos but it is more expensive. If you wanted to use this build, you drop Gravity Well for Auxiliary to Structural.