R.R.W. Incinerator
Rallus Temporal Dyson Science Destroyer
Rallus Temporal Dyson Science Destroyer
One of the strongest Starship Traits in the game right now is the Complex Plasma Fires off of the Gorn Raider. I used an event token and picked up the Gorn Raider, and wanted to find a way to use every goodie that comes off the ship: Quad Cannons, Experimental Weapon, Universal Console, and Starship Trait. I tried using the ship itself but its very disorienting as it spins and rolls actively all the time. I also wanted to make a true Romulan build using plasma weapons on a Romulan ship. It's a pretty short list if you want to include Intel powers for OSS (more on that later). While not sporting a singularity core, the Rallus is a Romulan ship that meets all of my requirements, and I could test it out on the Lo'lah!
This is part of a build series (I will finish someday) of thematic but fully functional ships. Tholians use Tetryon weapons, and there are several far more "META" picks that I could use in several locations, but this is sufficiently capable. If you want to see other thematic builds, check this out:
Federation Phaser - Legendary Excelsior, Typhoon
Klingon Disruptor - Coming Soon!
Romulan Plasma - This build!
Tholian Tetryon - Tarantula
Jem Hadar Polaron - Coming Soon!
Alliance Antiproton - Fleet Cyclone (Alliance Vessel coming soon!)
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Complex Plasma fires incinerate everything.
ISA:
ISE: 911.2k
HSE: 541k (on the Lo'lah)
C-Store Ships
This ship - Rallus
Genesis Seed Universal Console - Clarke
*Adaptive Emergency Systems Universal Console - Sojourner, et. al.
*Flagship Tactical Computer Universal Console & Super Charged Weapons Starship Trait - Endeavour, et. al.
*Emergency Weapon Cycle Starship Trait - Arbiter, et. al.
Spore-Infused Anomalies Starship Trait - Somerville
Strike from Shadows Starship Trait - Shran
Calm Before the Storm Starship Trait - Ghemor
*If you have the Legendary Battlecruiser bundle, all three of these ships' stuff is in this one bundle
Phoenix/Event Stuff
Omni-directional Pahvan Proton Beam Array - Event
Imperial Rift Warp Core & Shields - Event/Mudd's
Custom Power Matrix Universal Console - Eleos Event Ship
Very Cold in Space Bridge Officer Power - Winter Event Items
Lobi Gear
The Boimler Effect Personal Trait (Can also be purchased on the exchange)
Promo/Lockbox Ships
Complex Plasma Fires Starship Trait, Gorn Plasma Quad Cannons, Lure Team Command Universal Console, Plasma Incendiary Bombard Experimental Weapon - Gorn Hunter
Lockbox Gear (Exchange purchases)
Structural Analysis I Bridge Officer Power
Fleet Gear
Colony Intervetion Protomatter Deflector
Dilithium Store Ships
None
New build - March 2025
Theme comes first on this build, strongly narrowing the list of eligible ships as well as choosing what weapon type we use here. After that, this is an energy build first and an exotic build second
While not exactly the same as Tilor's skill tree, there's only one point different. I ended up taking one less point in Tactical Readiness since I knew I would have Boimler from the start on this character, and put that point into Defensive Maneuvering for just a smidge more survivability. The entire rest of the skill tree is identical to what I have used on Tilor. If it wasn't such a pain to respec, I might do the same thing on Tilor too. Link to Tilor's skill tree is below.
#1 goal with this build: Plasma Energy weapons on a Romulan ship and Romulan faction character. I wanted to utilize my Event token on a Gorn raider and use as much of the plasma goodies it comes with on one build. Since Romulans are known for using Plasma weapons, it made sense to find a Romulan ship that could use Experimental weapons. Originally on the Faeht, the Dyson Science Destroyers are strictly better ships. I gave this a solid test run on the Lo'lah, but eventually shelled out for the Rallus both for looks and a little extra performance. That does mean you can use this build just about blow-by-blow on a Faeht, Lo'lah, or Rallus.
Since Complex Plasma fires scales heavily with Weapon power, I wanted to make sure I could reasonably use Plasma Isomags. This eliminated ships with 2 Engineering console slots, in my mind. I also wanted to avoid picking up another Lockbox/Promo ship - one is enough. If we filter on Experimental Weapon slot, Singularity Core, and Fleet or C-Store ships, that left (Fleet) Faeht, (Fleet) Mogai, (Fleet) T'Varo, and the Engineering Pilot Warbird. However, the Rallus is a Romulan ship that doesn't have a Singularity core for some reason and happens to meet all of my requirements.
Sticking with Themed builds, I did want to try and spread around the build paradigms of each build in my theme list. Once this moved to a Dyson, it was easy to pick up several key Science powers and turn this into my first DEWSci build. I lack a lot of the super strong Energy powers, but have quite a few exotic powers and generalist powers from use on my other builds on my account. While it still leans heavily on CSV as the primary damage mode, exotics do make the top of the list of damage sources.
After that, I started running my original build through TRINITY and made several swaps to gear or powers that would take up little build space for large impact. She's a Predator is one I have used before that actually takes up a huge amount of build space. In this case, I was able to replace it with Strike from Shadows for more output but smaller build impact, letting me slot something else for 3 Bridge Officer traits (spoiler: they're all SROs now) and one personal trait (removing Maquis Tactics). I also dropped the Protomatter + Hull-Image Refractors combination from my build. With only 3 tactical slots (two of which are already spoken for), I only had room for one Protomatter console on the Rallus. I originally had 3 on the Faeht and 2 on the Lo'lah. This allowed me to slot the Flagship 2pc set as well as Genesis Seed for a strong single-click exotic power.
I'll start with the easy ones - since this uses Complex Plasma Fires, I wanted to make sure I used all the Gorn Hunter gear I could. Gorn Plasma Quad cannons are really cool, with not only a 5% proc, but the proc reduces damage resistance to Damage over Time effects... which means Complex Plasma Fires. You do need to be careful with your power settings. Don't totally zero out Engine power or this weapon won't fire again for several seconds. It drains engine and weapon power when firing. We caught this on rewatching one of my runs and noticed that even though it lights up, it won't start firing again for several seconds after it drains your engine power to 0. If you look at the math on this, its basically a glorified Dual Cannon. If this wasn't thematic, a Plasma Dual or Dual Heavy cannon would be just as good if not better due to not draining engine power.
Next up, the experimental weapon. We've done a whole writeup on experimental weapons, but a couple things to point out. The Plasma Incendiary Bombard is one of the few Experimental Weapons that work in Science mode on sci destroyers. While not intended, it works in our favor. If they do fix this someday, it certainly lowers the need for this to be on the Rallus. However, even in strict Tactical mode, the Rallus beats out the Faeht any day. With the advantages of both modes in one, we can use Gravity Well 3 and the Secondary Deflector at the same time. I'm not 100% sure how I would fly this if they do switch it to working as intended as Dysons have a 1-minute cooldown on the mode switch, far longer than most Sci Destroyers. As such, here's hoping that they bring balance with the fix: lock experimental weapons to Tactical mode, but also bring the cooldown into line at 30 seconds, not 60 seconds.
The easy ones are done, now what do we take for a Plasma Cannons build? Let's start by filling the front with Plasma Duel Heavy Cannons, and the rear with Plasma Turrets. The Lukari Reputation T6 weapon has a Plasma version of the Piezo-Polaron Dual Cannons. This leads itself to a solid 2pc set with the Piezo-electric focuser, as well as 2% Bonus damage since this is a T6 rep weapon. It's moderately easy to obtain, so makes a good choice here.
Another strict upgrade is the Wide-Arc dual heavy cannons. While trading a mod for [Arc] might reduce damage slightly, the arc itself is twice as wide. This has a lot higher uptime, especially with my... suboptimal piloting.
The last fore weapon is best served as a torpedo instead of a dual heavy cannon. The torpedo allows me to trigger Super Charged Weapons, a really strong energy trait. You could choose Dark Matter torpedo because of the really strong 2pc it forms with the Lorca console. If we went with an energy weapon, we start losing the damage potential as our weapons power will dip lower, reducing the output of all of our weapons. Not to mention, torpedoes have a better firing arc than Dual cannons. I ended up going with the Particle Emission Plasma torpedo as this triggers Complex Plasma Fires and synergizes really well with the DEWSci aspect of our build.
In the rear, I ended up with two turrets and the Pahvan omni, which picks up our Cannon Scatter Volley, and does amazing damage on its own. TurretGate might suggest that I only run with one turret, but running CSV2 and Cannon batteries allows me to keep 2 turrets and use Very Cold in Space over the otherwise required Beam Overload for the Omni.
One turret is the Heavy Bio-Molecular turret from the Undine reputation, if for no other reason than it has the 2% Cat2 from being a reputation weapon. Other than that, pick your flavor of the week. I used Isolytic because I already had an account-bound Mk XV one.
If we take a step back, we could look at Viridian plasma weapons which have a haste proc that benefits all Viridian Plasma weapons. If we keep the Gorn, we could replace everything else with Viridian Plasma - a total of 6 weapons. We're at 62% haste on this build so far, and if we are trying to chain the Viridian Plasma proc for another 30% haste, we'd be at 92% haste, or around 48% faster firing (1 - 1/1.92). With a 5s firing cycle now being a 2.6s firing cycle, and using a Binomial Distribution of 1 in 60 cycles being a proc (we did a whole video on this...), we get (2.6s X 60 cycles / 6 weapons) once every 26 seconds... at best. As we start dropping Viridian weapons, our time between procs goes up, and the number of weapons that get the haste go down. Using only 1 or 2 here is not impactful. If we had more haste, we'd be able to keep it rolling better.
As such, this is where we ended up on weapons - a wide mix of Plasma weapons, with a Pahvan omni mixed in.
Imperial Rift Shields are hands-down the best shields for DEWSci. The provide bonuses for both, with Aux power providing Cat1 energy damage, and the shield iteself being part of a 2pc set that heavily benefits exotics, this was the best choice. Tilly shields only benefit the weapons, and the Temporal shields (even with the 2pc) really only benefit Complex Plasma Fires and a few exotics.
As such, the warp core is the Imperial Rift warp core. Do note that if you fly on a "true" Romulan ship, you have to use a Singularity core. The Imperial Rift core is amazing because it finishes that 2pc set we are after for more CrtD for our exotics, but also provides more CrtD for our energy weapons with the small bonus to Weapon Amplification. An argument could be made for the Tholian Nucleating warp core with its crystals, but it's too hard to ignore the DEWSci properties of the Imperial Rift set.
When it comes to engines, you have a few options. If you have two firing modes, the Competitive engines make good sense for maneuverability and a little cooldown help. Since I end up dropping Beam Overload (TurretGate is the only reason I considered it), I'm strongly consider the Romulan engines for the extra Weapon Amplification.
Finally, the Deflector is the Innervating Protomatter Deflector. This one has a lot of extra CrtH/CrtD which helps the whole build, as well as some EPG. This is basically ubiquious on DPS builds unless you are going for some sort of set bonus.
Secondary Deflector is Deteriorating Secondary Deflector. I picked up the [EnDmg] mod, but the stats on the secondary deflector are pretty small overall. However, upgrading this to Mk XV is a must as the damage from this is often a top line item.
As stated in the premise for this build, Complex Plasma Fires scales heavily with Weapons power. I'm going to start by filling all Engineering and Universal console slots with Isomags with [PlasmaEnergy] mods. That leaves 3 Tactical slots and 5 Science slots to fill.
Any Plasma build should use the Fek'ihri Torment Engine. It's a mission reward, so its free for anyone. It boosts both Plasma and DoTs, so there's things that can be double boosted for almost 80% Cat1! This is locked to a Tactical slot.
Next, the Lorca console is really strong for its passive CrtH, though I may reconsider once I unlock Particle Manipulator. This is also locked to a Tactical Slot, which leaves us with only 1 Tactical slot left.
With only 1 Tactical slot, slotting Protomatter consoles from the Fleet Colony becomes tough. If you can manage to trigger the passive within the uptime, it will refresh stacks. With only one console, there's a good chance you won't keep your stacks going even with 2 triggering powers. This means it is generally far more impactful if you only have 1 slot or 1 triggering power to use something else. Since I would only have 1 triggering power and 1 console, it's a glorified Plasma Infuser.
I've covered how powerful the Custom Power Matrix is in a video, but slotting it in a Tactical slot is more beneficial than Science slot. With the Quad cannons draining Engine power, having additional engine power is actually quite beneficial beyond the boost to maneuverability. This means of all the remaining Universal console options, it makes the most sense to use in our last Tactical slot.
With the Lukari Dual Cannons, we can pick up the Piezo-Electric focuser to get 55% Cat1 plasma damage. That's far more Cat1 than a typical tactical console. On the other side, we can pick up the Genesis Seed as a potentially quite strong one-shot exotic power, it's all about when you use it. The passive radiation damage boosts the Secondary Deflector as well.
Lure Team is the console that comes off of the Gorn Hunter, and the fact that it is a clicky is inconsequential. The passives are huge on this build, as it adds Cat1 DoT damage and Cat2 Plasma damage. I click this console near a pile, but it's no Genesis Seed in impact. The passives are where this shines, and the fact that we are using every piece of the Hunter here.
With 2 slots left, I pick up the Adaptive Emergency Systems and Flagship Tactical Computer. These are available from 3 Legendary Bundles and 3 specific ships each, and we even use Super Charged Weapons later which shares a purchase with the Flagship Tactical Computer. Both of these are really strong actives, with the Flagship Tactical Computer offering a solid passive for our energy weapons, and the 2pc set offering CrtH for the entirety of the build.
This seat does get downgraded in Tactical mode, so be aware of that. We use all science powers in our case, but I can see a potential to pick up a Temporal power with some build shifts in the future. Gravity Well III is a huge control and utility power, and does quite respectable damage. It also counts as an anomaly, which is good for as a source for Spore Infused Anomalies. Recursive Shearing III could be used, but we are heavily multi-target and Gravity Well will be more helpful in keeping targets piled together in arc.
Tyken's Rift II is our next choice, because this is an anomaly, does more damage than Gravity Well, and triggers the Deteriorating Secondary Deflector in AoE.
Photonic Officer I is our choice of cooldown method, when combined with Boimler and Custom Power Matrix, we have a pretty solid uptime on our key powers. This is also a science power so it triggers Spore Infused Anomalies.
In the ensign slot, Structural Analysis spreads the Deteriorating Secondary Deflector damage and reduces damage resistance. If you can free up an ensign slot somewhere else, I would also consider Causal Reversion as a trigger for Temporal Powers (Temporal Tunneling is something I have considered for the future).
This seat is basically a Lt. Commander seat, because in Science Mode the Commander power is offline. However, we need to talk about the Commander slot. During the briefing, I use Tactical Mode to get an Alpha Strike power off. I initially went with CSV3 (while still slotting CSV2), but found I was getting a ton of misfires trying to force STO to spacebar spam between CSV3 and CSV2, and it would end up putting both CSV3 and CSV2 on cooldown with no CSV applied. Attack Pattern Omega is a maneuverability boost and bonus all damage, and normally isn't used due to uptime. In our case, I am able to trigger Tactical mode, and about 3 seconds before briefing ends, trigger Attack Pattern Omega III and then deactivate Tactical mode to have an extra boost right at the start without any opportunity cost.
At Lt. Commander, we pick up Cannon Scatter Volley 2 - the highest rank we can slot without the Commander seat. Vincent Kish, a duty officer, has a chance to upgrade this to CSV3 which can be pretty impactful.
Attack Pattern Beta is a great debuff, and takes at least a Lt. slot. With our AoE, we are able to spread the debuff pretty wide.
For the Ensign slot, we can consider several powers. Kemocite-Laced Weaponry is a solid debuff, and is boosted by our Fek'ihri torment engine. Beam Overload is good to boost an Omni beam if you are worried about TurretGate nerfing your Accuracy. Don't use it if you don't have a beam. Torpedo Spread would also be pretty solid, boosting our otherwise unboosted torpedo. Keep these in mind if we have extra Ensign Universal slots later.
On the Rallus, these three slots are all Intel powers. On the Lo'lah, the Intel powers are on the Commander Science seat to the same effect and this ends up with Science powers. But we aren't on the Lo'lah. Intel powers trigger a Spore Infused Anomalies blast. Override Subsystems Safeties III super boosts our power, including weapons power for Complex Plasma Fires and energy weapons. Ionic Turbulence I is both an anomaly (SIA source) and Intel power (SIA trigger), and a strong debuff that scales with Aux. This will make our weapons even more effective stacking this on a gravity well. Intel Team I is our main defensive tool, basically being untargetable while its up and a quick cycling trigger for Spore Infused Anomalies. Since this is a universal seat, it would be doable to pick up a different ensign power if needed, but with the lack of heals, I really think Intel Team deserves the slot to keep us from being a prime target.
I'll keep this simple. Emergency Power to Engines is on basically every build due to maneuverability. Emergency Power to Weapons is on basically every Energy build, except for some specialist energy modes. It provides weapon power, bonus weapon damage, and triggers Emergency Weapon Cycle for even more energy damage overall.
This is a slot to fill with whatever you want to - Beam Overload, Kemocite Laced Weaponry, Very Cold in Space, Torpedo Spread. In my case, I picked up Very Cold in Space for more SIA goodness.
These traits are far from the META selection. I'd advise you visit the Tier List section of our site for some better options. I'm still working on gearing out this character. While I could do K13 upgrades for two of these traits, one is for sure getting replaced by Particle Manipulator once I am able to get that unlocked.
Probably my favorite synergy trait here is Fragment of AI Tech as it uses the CtrlX we want for our exotic powers and turns it into energy weapon damage. The rest of these are solid, generalist damage traits.
Meta-Focused Tweaks:
The Legendary Battlecruiser bundle has some traits that trigger off of Emergency Power to X, and I suspect they are more impactful to the entire build than Super Charged Weapons. Universal Designs, Terran Goodbye - I won't rehash the tier list here. You'll notice the only ship that isn't C-Store is the Gorn Hunter.
Budget Tweaks:
Improved Critical Systems is the best to swap in on this build as it is free and requires no other changes to the build. Withering Barrage is free if you time it right, and about the best trait on here. Take your pick of what traits you don't have, though Emergency Weapon Cycle is just about the best one on the list after Complex Plasma Fires... which is what sets this build to auto-Premium. Thankfully, we use the entire thing, so if it is your Premium Event Campaign reward, you get a ton of value.
Meta-Focused Tweaks:
This is a great place to put in the Tac/Intel "of 47" Duty Officer, but it is hundreds of millions of EC.
Since we have Tactical Mode and Science Mode to work with, there's a few things to note when flying. I start a mission in Tactical Mode, and right before entering combat, I hit Attack Pattern Omega 3, and then turn off Tactical mode. This allows for a little extra Alpha Strike, and then Science Mode allows the Deteriorating Secondary Deflector to work again. If Tactical Mode is ready again, you can use it between combat segments to restore Attack Pattern Omega 3 again, but it's not worth dropping the Secondary Deflector for a little Bonus All damage if you are in the midst of combat.
I also have to make sure that I hit the first Scatter Volley a little early. Since it has 100% uptime, this isn't a big deal, but otherwise it tends to misfire when I am first starting out with all my powers.
Finally, as far as the Rallus goes, it is a Temporal Commander ship, which means it has Molecular Reconstruction. You can fiddle with the settings throughout the mission, however since I am already fiddling with CSV to make sure it goes off, and Science/Tactical mode, I set it to Offense and leave it there. Optimally, you can set it to Support Configuration when dropping your Exotic alpha strike, and then switch to Offense the rest of the time. Realize, however, that the -16.7% Energy Weapon Damage is a final mod, so you lose exactly 1/6th of your energy DPS while it is in support mode.
My record parse varies a little from previous parses on the Lo'lah as well as itself, especially in the Complex Plasma Fires values. Not getting CSV to trigger on the opening fight makes a visibly noticeable difference in how fast we clear the map on ISE. Of the 911k total, 80k was from Complex Plasma Fires, and 80k was from Plasma Incendiary Bombardment. The Pahvan Proton Beam was also 87k when you factor in the Resonance Shock as well as the beam itself. 318k of the total was Scatter Volley, both II and III (from Kish). From a percentage breakdown, 70% is from Energy Weapons, and 20% is from Exotics (if we count the Particle Emission Plasma torp as exotic). The last 10% is stuff like summons (Delta, Type 14 shuttles, etc.), or miscellaneous team effects such as Digital Compilation.
This build can be copied basically blow-by-blow to the Lo'lah. It can be made without the "sci" portion on the Fleet Faeht. Honestly, there are a ton of other ships this works on too if you open up the theming restrictions.