Bwinomer
Tholian Iktomi
Tholian Iktomi
I've long been known for flying my Tarantula and Web Cannon (at least in my fleet). The Web Cannon is one of my favorite consoles, and getting a "good one" off is very satisfying and ships are held and shredded. With the recent release of the T6 Iktomi (oh, 2019... that was a while ago then), I had a new platform to fire the Web Cannon at even higher effectiveness. While nowhere near as tanky as the Tarantula, it has a huge damage output due to the exotic nature of the Web Cannon. This ship is focused on Exotics through use of Universal Consoles (Clickies!). This was long before traits such as Universal Designs came on the scene, but Unconventional Systems is key to this build's damage output. In a lot of higher-end content, the Web Cannon is simply too slow anymore, but when the opportunity arises on maps like Hive Elite or Counterpoint Elite, firing the Web Cannon is too good to pass up.
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
This ship is named after a magic wielder I came up with in a story I wrote a long time ago.
Solo ISA: 254.1k DPS
ISE: 1,259k DPS
HSE: 888k DPS
Each category is sorted by priority of contribution. Something that applies to generally more builds will be rated higher than archetype or build specific contributions. Warning: This is not a cheap build.
Elite Captain Training Token
T6 C-Store Ships
Strike from Shadows Starship Trait - Shran
Genesis Seed Universal Console - Clarke
Proton Eruptor Module Universal Console - Lo'laH
Legendary Ships
Rapid-Emitting Armaments Starship Trait - Legendary D'deridex Miracle Worker Warbird Battlecruiser
Event Items/Ships
Imperial Rift Set Deflector/Engines/Core/Shield
Black Ops Mine Launcher
Dragonsblood Flame Reactor Universal Console & Five Magicks Starship Trait - Hysperian
Subspace Fracture Tunneling Field Universal Console - Vovin
SS Antares & Kobyashi Maru Ship Device (really optional)
Lockbox Gear & Duty Officers
You are Dismissed Universal Console
Krenim Chronophage Universal Console
Unconventional Systems Personal Trait
Intel Agent Attache Personal Trait
Fireball Escape Personal Trait
Enlightened Personal Trait
Resonating Payload Modification Personal Trait
Context is for Kings Personal Trait
Whole Lotta X's Personal Trait
29 of 47 Duty Officer (Optional)
Lobi Gear (at 200 lobi each)
Delphic Distortion Torpedo Launcher
Altamid Modified Plasma Omnidirectional Beam Array (Optional)
Lobi Ships
Improved Photonic Officer Starship Trait & This Ship - Tholian Iktomi
Lockbox Ships
Tholian Web Cannon Universal Console - Tholian Tarantula Dreadnought Cruiser
Ceaseless Momentum Starship Trait - Na'Qjej Intel Battlecruiser
R&D Promotional Ships
Bio-Electric Wave Universal Console - Constitution III
May 2026 - Added Universal Designs, removed Spore-Infused Anomalies
April 2024 - General build cleanup, additional info on build
August 2023 - Stats and Textual Updates
Checkmate -> Strike from Shadows
Improved Gravity Well -> Onboard Dilithium Recrystalizer
Elite Captain Training Token
Genesis Seed
Tholian Webspinner -> Dragonsblood Flame Reactor
Exotic Particle Amplifier
March 2023 - Replaced Black Ops Mines with Delphic Distortion Torpedo
November 2022 - Initial Release
Exotic Damage has always been a pretty strong force in STO, and with additions of Temporal Operative and Spore-Infused Anomalies, exotic damage really took center stage. When focusing on exotics, your weapons power for energy weapons becomes unnecessary. Also only having 3/3 weapon slots makes it hard to push for Energy output. However, there are a couple of sources of Exotic damage from Torpedoes, so those are put to good use on the front of the ship.
Theme is what really holds this build together, and makes choices when there is a coin flip. Web Cannon is not going anywhere even if outclassed because of theme.
Finally, its a small science ship so there's a lot more maneuverability than I am used to. No power-sliding here.
Since this skill tree is shared amongst many builds, I made a separate page for it and the discussion of it.
Equipment is key here, and you'll notice I don't have everything to Epic. That's simply a cost-benefit, and I will get there someday. The majority of the damage and skill benefit comes from upgrading mark. Adding Rarity on Deflector, Secondary Deflector, Impulse, Warp, and Shields adds only the additional modifier(s), which in general are a small contribution to the build.
A lot of this gear is the same as what you would see on the Exotic Basics page, but I'll go through it anyways just in case.
For weapons, I chose torpedoes in the front, and overall bonuses in the rear. This lets me really set my Weapon power to a lower setting since I don't need it to boost damage from my one energy weapon. The Particle Emitting Plasma (PEP) torp and Gravimetric (Gravy) torp are both top tier EPG weapons as they have at least some part of their overall damage that scales with EPG. The clouds from the PEP and the rifts from the Gravy do a lot of damage in a small AoE, and scale with EPG which I have a ton of. The Delphic torpedo is the third torp, and as such the least-firing. It is slotted for the debuff (since I use it on my support as well) and has a solid -DRR based on firing modes. Note that these are feeding into the Exotic theme of the build, and are not there for the Projectile kinetic damage they afford.
In the rear, there are a few options that would work above and beyond what I have chosen. The Altamid omni is there for the proc, which happens every time it lands a critical hit: -15 plasma and kinetic DRR. While not as often occurring as the Advanced Inhibiting omni, it should still be pretty often. Its also a little stronger (-15 vs -10) to two of my stronger damage sources. I also get +1% CrtH to everything from slotting the Altamid. If on a budget, Advanced Inhibiting will work just fine.
The Black Ops mines replace the Nukara Mines I used to use. While on theme, the Nukara Mines don't really add anything to the build. The Black Ops mines work with Resonating Payload Modification, which I already had slotted, and add many extra stacks. This really amps up the -Kinetic DRR.
The Dyson Proton weapon rarely fires, it's basically just there for the CrtH to everything from the 2pc set with the torpedo.
You could go Solanae Deflector for more EPG, but the extra CrtH/CrtD here outweighs the slight EPG increase. 53.1 is the max Solanae EPG, which translates to 10.62% CrtH and 5.31% CrtD, whereas the Colony has 15% CrtD and 4% CrtH to everything, Exotic or not. It also has a Mod of EPG for a nice 10 or so. I also have close to 400 EPG already, so the CrtH portion of the Solanae is really 0, and the colony CrtH doesn't care about the Particle Manipulator cap. Now, with Exotic Particle Amplifiers (Advanced Console), 500 EPG is beneficial, but the extra 40 EPG on the amplifiers is not as beneficial as the extra CrtD and CrtH, especially since I only have the one Amplifier. The Cat2 for non-BOff powers goes from 11.6% to 12.9%, which is not very impactful. If I had several Amplifiers, it might be more beneficial, but since I only have the one, it is not.
Deteriorating Secondary Deflector (DSD) is the only option, as the Inhibiting and Resonating do far less damage. There are a couple options for Mods, and those are just preference. I've had this one since before the Colony one was an option, and I am not sure the value is there for me to switch and upgrade for a single mod. Each of the mods only affords about 10 to the selected skill, so don't chase mods here first. However, the damage from the DSD does scale with Mark of the DSD, so this is a high priority to get to at least Mark XV even if other gear doesn't get there right away.
The Shields and Warp Core go together for the 2pc set from the Revolutionary set. This was an event reward for me, and if you didn't get it, don't worry. The Temporal Reputation set that also fills these same slots is also a solid option, just not as strong. The 2pc set turns all of your Weapon Amplification skill into (essentially) Exotic Amplification, so I get about 50% CrtD to exotics from this 2pc set.
I also went with Quantum Phase engines since they have a small boost to skills after exiting Full Impulse, there's not a ton of amazing options for Engines here. If I was low on Control Expertise, Delta engines have quite a bit, but I'm already at the 12km max range on Gravity Well III.
Exotic Particle Flood is the most powerful consumable battery, which are easily crafted from the Science R&D school. I have the advanced ones because I generate a lot of Loops from running Elite queues. Kobyashi Maru and SS Antares are a nice to have since I ran the events, but totally not worth getting from Mudd's. Deuterium is also consumable but easily crafted and is an Evasive Maneuvers in a can, just in case my real Evasive Maneuvers is on cooldown. Past this, other options are pretty trivial and depend on what you have available. You can't go wrong with Auxiliary Batteries if you are on a budget. I picked up a few dual batteries since Onboard Dilithium Recrystallizer benefits from this.
I love the Web Cannon. I like the Webspinner as well, but it is far less effective than the Web Cannon. Regardless, there are probably better choices than the Web Cannon, but for this build, this is the anchor on which I designed the rest of the build. With the proper sequence of activations, I have gotten over 100k DPS in one shot of the Web Cannon. For reference, that is over 13,000,000 cumulative damage.
With the Web Cannon as the target, I chose things that would enhance it as well as the rest of the build. For starters, here are a few top contenders that aren't on this build.
Cutting Tractor Beam is often touted as a great boon to Universal Console builds, and there was a time that was true. It used to have several consoles that would quickly hit all 10 stacks, such as DPRM and Delphic Tear. Now, in general, one clicky gets one stack, so by the time you actually get much benefit from it, you've already used all of your consoles.
Speaking of DPRM, I used to have it slotted as well. I certainly didn't throw it away, but decided it wasn't the best use of a console slot. The clicky is Cat2 damage, but the passive was useless on my exotic build. This also lowers the overall cost of entry to this build (which is already quite high). There are enough other consoles with better passives and good if not better active powers that I decided it was time to drop this from my build.
The Webspinner also used to be on this build, and it is very much on-theme for what I am going for with the build. However, the "on hold" portion of the passive of the Webspinner doesn't work for exotics, and the damage output of the Webspinner has been patched to a much lower and less effective level. I'd love to be able to slot it, but it's simply not very good.
Before we get into the clicky consoles I did slot, I want to talk about the passive consoles I used. You'll notice I chose to not fill up the science console slots with science consoles, and there's no real reason I didn't take up all 7 slots (5 sci + 2 uni) with science consoles. The passives might be a bit stronger, but I lose out on the active powers. I may yet tune this further in the future to a higher number of science consoles and fewer clickies, but for now, I have the balance I am looking for.
I dedicated 4 console slots to science consoles. Using math we've already done elsewhere, the first two consoles are Exotic Particle Focusers, which end up building more Cat2 exotic than Amplifiers in the same slots would. However, we quickly get diminishing returns slotting further focusers. I do also have an Exotic Particle Exciter [EPG] which nets nearly 80 EPG from one console slot. This is pretty rare, and if I didn't have it, I would slot two Amplifiers. If you have fewer of the Universal consoles that I have chosen, further slots can be filled with Amplifiers as well. As such, I have 2 Focusers, 1 Amplifier, and 1 Exciter [EPG].
There's one other passive console I chose: the Fek'ihri Torment Engine (Toaster). This has some great passives for Fire/Radiation/Plasma/Physical damage, as well as DoTs. This means that the Web Cannon actually benefits from both halves of the Toaster for nearly 80% Cat1 damage. This also benefits several other clickies and powers, such as the Secondary Deflector so is a great free choice for Science builds.
With the Web Cannon, 4 Science Consoles, and 1 Tactical console filled, we have 7 console slots left. Genesis Seed and Dragonsblood Flame Reactor both have strong passives and actives. While they don't directly boost the Web Cannon, they do boost other portions of the build and do strong damage on their own. Krenim Chronophage and You are Dismissed are amazing damage clicks and come from the Lockbox/Exchange, so they're really generally pretty cheap to obtain. At the opposite end of the spectrum is the Bio-Electric Wave console, which comes from a Promo ship. I used an annual event reward on this, and it's also a huge amount of damage. Finally, the Proton Eruptor is a solid clicky and has a nice short 60 second cooldown.
Since we have so many consoles, Unconventional Systems and Subspace Fracture Tunneling Field are on here to get even more uptime on our consoles. This is the "META" but really, I'm clicking as many powers as I can already, so I don't expect to add more.
This is a very science heavy build, so we take even the Universal seat as a science seat.
Let's start with Command. There's a lot of higher-rank powers in Command that are fantastic, but Lt. Commander is where they start and we only go as high as Lieutenant. We could use Reroute Power from Life Support and Target that Explosion, but without pets or summons, and we don't really have Torpedo cooldowns handled well, so the science seat is just better.
At Commander, the raw utility and solid damage of Gravity Well III is not to be understated. Having a 12km pull and decent damage is fantastic in any situation.
Next, we get two Lt. Commander powers. Very Cold in Space is solid damage, and doesn't scale with Aux so it might even show up as filler on some other builds. While fantastic with Spore Infused Anomalies, it does quite well here without it. You can go for Subspace Vortex, but there's some real issues with activation and usage just due to how the power works, and it does less damage than Very Cold in Space for sure. While you can use any Science power at Lt. Commander, Tyken's Rift puts out a ton of damage. Now, this shares a cooldown with Gravity Well, but switching between the two is still viable. Tyken's Rift has the added benefit of being an AoE secondary deflector trigger on top of its damage (which is higher than Gravity Well). The only solid alternatives would be Uncon triggers, and we have plenty of those coming.
At Lieutenant, we have 3 seats. Destabilizing Resonance Beam is great for its debuff and AoE secondary deflector trigger, but scales pretty poorly for the things we like with rank, so we take it at Rank I here. Photonic Officer could be taken at rank II, but with Improved Photonic Officer, we have plenty of cooldowns and uptime perfectly handled with rank I, so rank II is wasted. We'll save that last slot here for just a moment.
At Ensign, we have a couple of powers we can utilize effectively. Tractor Beam is not only an Unconventional Systems trigger, but also a trigger for Rapid-Emitting Armaments. While we don't have a ton of Torpedo bonuses, these torpedoes hit pretty hard and we are using 3 torpedoes for our fore weapons. We also use Structural Analysis as a smaller AoE secondary deflector trigger, where it bounces from one target to another.
What's left at this point? We fill in the rest with Unconventional Systems triggers: Jam Sensors and Scramble Sensors.
When it comes to Miracle Worker, there's really only one power for exotics - Destabilize Warp Core. It's fine, but honestly not very strong compared to everything else in a Science toolit. Null Pointer Flood is a pretty solid Unconventional Systems trigger, so is what we pick for our Ensign slot.
We want to use Emergency Power to Engines for Maneuverability, and Null Pointer Flood is just for a trigger, so we'll take a higher rank of EPTE since it does scale a little with rank. Auxiliary to SIF is a great, quick cycling heal that works well for picking up Strategist triggers and Give Your All. This doesn't scale super well with rank, but there's no reason you couldn't take Aux to SIF at rank II and EPTE at rank II instead of I and III like I have. The extra engine power is nice for Dragonsblood Flame Reactor, however.
This seat is pretty incidental. A torpedo power makes the most sense since we have several torpedoes, and Torpedo Spread often does more damage than High Yield, especially since our torpedoes would become destructible under high yield and potentially fizzle or hit ourselves. We already do that enough with Rapid-Emitting Armaments...
Enlightened, Fleet Coordinator, Fire Ball Escape, and Context is for Kings are solid damage boosting personal traits, and can certainly be swapped around depending on what you have. Terran Targeting, Breen Shield Tunneling, and more could easily stand in for one of these you don't have.
Unconventional Systems is pretty integrated into this build. If you don't have it, at least 3 of our Bridge Officer powers become drastically less beneficial. Since we are using so many universal consoles, I'd say this one is the first one you should get to put together this build.
EPS Manifold Efficiency is a Engineering-captain locked trait, so if you aren't an Engineer, consider an alternative. A Good Day to Die is great for Tactical captains, and perhaps Conservation of Energy for Science (or some other personal trait). We use it here because of the boost we get to power when put together with Onboard Dilithium Recrystalizer for the potential for extra bonus all damage.
Particle Manipulator is a must-have for exotic builds, easily hitting 50% CrtH on this build. This is also fantastic as the trait is free, just takes some time to get from R&D.
Whole Lotta X's is a solid emergency heal that triggers when health is low. You could probably skip this since we have Miraculous Repairs and Temporal Primary Specialization, but its always nice to have an emergency heal that isn't Continuity.
Resonating Payload Modification scales to a ridiculous amount of -DRR for Kinetic and Physical attacks, and if you recall, the Web Cannon is Physical damage. For some reason, Black Ops mines stack a huge number of stacks of this, maybe 10 per mine launched? It's a lot.
Finally Intel Agent Attache does some amount of Captain cooldown reduction, which is nice but not essential on the Engineering captain. We do use Intrusive Energy Redirection, EPS Power Transfer, and Miraculous Repairs diligently so its not wasted.
First off, Improved Photonic Officer comes with the Iktomi, so it is a no-brainer to use here. It's Bonus Exotic damage, it handles all of our cooldowns, and it only takes one Bridge Officer Power. If you are building this Iktomi, you need to use this trait.
Strike from Shadows is some CrtH and bonus damage, as well as a little threat reduction. It's not essential, but it is helpful.
Five Magicks also comes with the Dragonsblood Flame Reactor, and boosts so many of our other Exotic powers. The extra engine power is great with some of our other choices, but also the Dragonsblood Flame Reactor.
Ceaseless Momentum and Rapid-Emitting Armaments make a lot of sense with our torpedo usage. Ceaseless Momentum really helps us keep firing torpedoes quickly, but also gives us some bonus Kinetic damage for powers such as Gravity Well. Rapid-Emitting Armaments is extra torpedo damage and some solid torpedoes itself to dish out damage.
Universal Designs is a good choice here, as long as we keep hitting our universal consoles to keep the trait going. It's not too bad, especially if you can cycle the Vovin console as part of your rotation. If you burst through all your consoles in one go, your Universal Designs will probably fall off.
Onboard Dilithium Recrystalizer (ODR) is a fun pick here. Being an Engineering Captain, we have a ton of power floating around. Since our Weapons power is pretty low, we have a lot of Aux power for at least 10% bonus all the time. On an Engineering captain, we can use Intrusive Energy Redirection (IER) to not only steal some extra power, but also for a cool interaction. When using IER with ODR, since it is a channel, we get one stack of 10 power every second. This means we get up to +100 power to our lowest subsystems. This makes it even easier to get up to 2 or 3 stacks of ODR. Using a dual Shields and Engine battery after IER is running should even get you to 3 stacks of ODR, but is admittedly a little pricey. It's a fun interaction nonetheless.
The Emergency Conn Hologram is used on just about every build we host on the site as it is really good at getting Evasive Maneuvers back up.
I chose the Tyken's Rift version of the Gravimetric Scientist because the Tyken's Rift does more damage than Gravity Well. Gravity Well is chosen for it's utility as well as its damage, but typically having an extra Gravity Well ends up wasted or even pulling units where we don't really need them.
The Projectile Weapons Officers and Research Lab Scientist are pretty filler but solid benefits to the overall build.
The 29 of 47 was an expensive gift, and has a benefit to both my science powers and my lone Miracle Worker power. The extra power levels is great with Onboard Dilithium Recrystalizer.
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. However, this ship synergizes strongly with it’s ship-locked console: the Tholian Web Cannon. You won’t be able to move this build to a different ship without dynamic changes to the build since the Iktomi is the only Tholian ship with a Secondary Deflector. As such, this build is considered standalone.