U.S.S. New Horizon
Shangri-la Command Warship
Shangri-la Command Warship
This build is another straightforward Economy Kinetic build, focusing on torpedoes for maximum damage. The Shangri-la is a popular platform due to it looks - it's the first down to earth C-store Constitution class ship, and it does not disappoint. While the trait is literally broken and nonfunctional, the console is fantastic and the ship itself is fun to fly. Boasting over 800k DPS and a solid platform for general content, if you like the Constitution class, this build is for you.
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.
Felt like naming it this, no real reason.
ISE: 813k DPS
HSE: 551k 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.
T6 C-Store Ships
This ship & Sequential Warhead Loader Universal Console - Shangri-la
Entwined Tactical Matrices Starship Trait - Gagarin
Angle on the Bow Starship Trait & Micro-Quantum Torpedoes Phalanx Array Universal Console - Achilles
Piercing Projectiles Starship Trait & Tricobalt Tear Launcher Universal Console - Appalachia
Legendary Ships
None
Event Items/Ships
None
Lockbox Gear & Duty Officers
A Good Day to Die Personal Trait
Intel Handler Personal Trait
Hull-Image Refractors Universal Console
Swarmer Matrix Universal Console
Carrier-Wave Shield Hacking Starship Trait
Lobi Gear (200 lobi each)
None
Lobi Ships
None
Lockbox Ships
None
R&D Promotional Ships
None
July 2025 - Initial Release
Pilot Seating and Command Seating make this a solid torper and very nimble. It's pretty straightforward so not much else to it.
Notes
This skill tree has been modified to go for a maximal damage output as well as supporting the goal of chasing additional hull since this is also used on the Justiciar hull build. Advanced Hull Capacity is normally an odd choice, only one or two points should really go here, but this was an easy place to pick up a few percentage points of hull capacity. This build gets hull capacity often in small percentages at a time. We also needed to make sure that we picked up 10 points in Engineering to get the 3% hull capacity from the unlock, and 10 Engineering points isn't too much of a stretch. It would have been a harder sell at any higher unlock level. The Advanced Impulse Expertise really helps maneuverability, regardless of build. A single point in Hull Restoration, Warp Core Potential, EPS Flow, and Hull Plating are pretty efficient points for the skills the contribute to. Other +Power points (+5x2) don't unlock as much total power as Warp Core Potential (+3x4).
Tactical points are entirely damage focused. We skip Defensive Maneuvering, but max out everything else. Since we don't need Frenzied Reactions due to a better understanding of cooldowns in general, we can also take one point out of Tactical Readiness. This leaves us 10 points to use in Science. Control Expertise helps clear controls as well as boost our own. EPG and Long Range Targeting are both beneficial for damage output. Finally, Shield Regeneration is a pretty special skill, so I make sure to pick it up on every build.
Notes
If you are familiar with our Starter-tier T'Varo, you'll recognize a lot of the same equipment is used here. You could use the Terran torpedo over the Gravimetric torpedo, but I switched that one out due to the "Destructible Torpedo" damage consoles equipped. Turns out that Swarmer/HYDRA don't benefit Gravimetric or Enhanced Bio-Molecular, but the torpedo change stayed. The rest are very standard reputation torpedoes. We could use mines on the rear, but without Resonating Payload Modification, which is extra-buffed by mines, they aren't as impactful. If you have the lobi, you could replace the Gravimetric with the Delphic torpedo as it has a ton of -DRR potential.
Notes
The Tzenkethi Protomatter Capacitor is slotted but not used, it locks out other batteries and doesn't benefit us at all. Hull Patch or Reactive Armor Catalyst would work fine for heals in a pinch.
We start by filling all of our Tactical and Universal slots with Exploiters. The Lorca console and Morpho console are both tactical-locked, so we drop two Exploiters for those. The Morphogenic 3pc is great due to its CrtH, CrtD, and Cat1 damage, not to mention slightly more uptime on our firing mode powers. Exploiters make our hard-hitting torpedoes have higher spike damage, while Locators might actually math out to higher DPS, there's just something satisfying about making the large numbers from torpedoes even bigger.
For budget torpedo builds, I absolutely recommend the Achilles and the Appalachia for the 2-for-1 of a solid Torpedo Starship trait and console. Both of these consoles are powerful in their own right, and the traits are nearly identical in performance. You could even just pick up the Appalachia and use it as a torper. The Achilles also comes with Phaser Hexacannons, which are massively powerful phaser experimental weapons, but the ship itself will struggle to be a top-tier torper with the lack of Command seating. Either ship is quite flyable!
Something extra attractive about the Shangri-la is that we get to take advantage of the console on this build. Even if you were running an energy build, the console's ability to shut down shields on a primary target is pretty nice. If you are just after the shield offline, and we weren't already flying the Shangri-la itself, the Bozeman's Tachyon Net Drones is a wide AoE shield offline and debuff. Regardless, Sequential Warhead Loader is really strong on this build due to the damage output and the shield offline.
Finally, any multi-torpedo build should run the Ferrofluid Hydraulic Assembly as it reduces the space between firing torpedoes. If you have the Eagle from the C-Store, you can also run Covert Warhead Module from it for a slightly better overall boost. Were the Shangri-la a Pilot-Command ship instead of Command-Pilot, I would absolutely be running Covert Warhead Module. So far, however, the only Pilot-Command ship is the Eagle itself.
For our last two consoles, we pick up Hull-Image Refractors and Swarmer Matrix from the exchange. Hull-Image Refractors has the benefit of turning overhealing into temporary HP. While we don't have a lot of heals here, the Na'kuhl Duty Officer can generate some pretty large heals from torpedo hits, and this lets us get extra benefit out of the overhealing. Also, 20% extra all damage really helps the variety of damage sources on this build besides just torpedoes (such as the mine in the rear).
Swarmer Matrix is not a huge boost, but does benefit our mines as well as giving us Projectile Weapon Training for all of our torpedoes and mines.
If you want to look through reputation consoles, there are a lot of available options. I bolded the best ones to consider. (Note Ferrofluid, above, is a reputation console)
Omega - Assimilated Module - A solid choice for all around damage and easy to obtain. Didn't make the cut this time, but I tend to pick one up on every character to use as filler if I don't have everything I need.
Romulan - Zero-point Energy Conduit - No reason to use this console, only ever applicable on a very narrow subset of plasma energy builds.
Nukara - Nukara Particle Converter - No reason to use this console, only ever applicable on a very narrow subset of tetryon or beam builds.
Dyson - Proton Particle Stabilizer - A solid option on some EPG builds and Projectile builds, especially Photon-based. It would be a solid option here since we would pick up the 2 piece with the torpedo, but isn't quite as strong as what we end up with.
Undine - Multi-Conduit Energy Relay & Hydrodynamics Compensator - while we would get the 2-piece set from slotting one of these, neither one is very strong. Hydrodynamics Compensator has yet to find a place on any build, while Multi-Conduit Energy Relay has some niche uses, but struggles because it is a forced tactical console.
Delta - Bio-neural Gel Pack - This is a great utility console, and if we had issues with cooldowns, this can help round out the cooldown package as well as give us better uptime on the Neutronic torpedo. However, with Concentrate Firepower and the Morpho set, we don't have any uptime issues left for the Bio-neural Gel Pack to solve.
Iconian - Sustained Radiant Field - While a nice all-around console, it's a little too generalist and just outclassed by other options that are available.
Terran - Ferrofluid Hydraulic Assembly - This console is an absolute must on torpedo builds. This reduces the minimum cooldown between firing torpedoes, giving us a flat 25% faster firing capability.
Temporal - Chroniton Drive Actuator - I've never really found a place for this console, its again a bit too generalist and outclassed.
Lukari - Piezo-electric Focuser - This console is best-in-slot... on Polaron or Plasma energy builds. Not beneficial for our build here.
Competitive - Covert Munition Deployment - This console is specifically Quantum, and just gets straight outclassed even there. The 3-piece sounds neat, but really just struggles with a lackluster mine and turret/omni as the other two pieces.
Gamma - Ordnance Accelerator - While this is pretty replaceable on this build as it just applies Projectile damage, it's absolutely a best in slot if you are using mines as it's the Ferrofluid of Mines. Works well on this build as it boosts all of our torpedoes as well as the Achilles console.
Discovery - Lorca's Custom Fire Controls - This shows up on pretty much every damage build. It's especially powerful on a torpedo build with Shield Penetration. However, when coupled with other pieces of the set, it gets even stronger. We only get the 2-piece here, but torpers can even benefit from the extra free torpedoes with the 3-piece, however at this budget level, we do just as well with a 4th torpedo. Note that unlike all the other Reputation consoles, this is locked to Tactical slots.
When it comes to torpedo builds, there is one power that makes a huge impact: Concentrate Firepower III. Thankfully, we have a plenty of Tactical seats to use after taking Concentrate Firepower III, so we won't really miss out on abilities.
At the Commander level, Call Emergency Artillery III is really powerful for damage. On a minelayer, you can use a Mine Pattern 3 at Commander or at attack pattern, but we get a ton of effectiveness out of CEA 3. Torpedo enhancements only go up to Lt. Commander, and all of the Attack Patterns have drawbacks that make it so we don't want them at Commander level. Attack Pattern Beta scales pretty poorly for taking such a high rank seat: -30 DRR for Rank 1 at Lieutenant, and -50 DRR for Rank 3, not to mention with torpedoes, we aren't spreading it around very much. Attack Pattern Delta requires taking damage, which we are actively avoiding. Attack Pattern Omega has poor uptime.
We could use some other Command powers, but the lowest rank powers are not nearly beneficial here. Rally Point Marker might be useful if you need more healing, but if you have a tank on your team, you should be fine.
Fly Her Apart is a really strong boost to all damage, and the damage it causes to you is pretty minor, especially given the regen we have from the Tilly 2pc set. We take it at the highest rank we can, especially since it is bonus all damage, it will affect all of our damage sources.
I took Pilot Team simply to increase maneuverability and since I will have plenty of Tactical seats left for what I want to do. If you wanted a heal, Hold Together isn't too bad, especially given we won't have much for Aux power to power other heals. The big drawback is that it only helps the most if you are moving, and at Lt. you have to be at full throttle for the cleanse.
Emergency Power to Engines is just about essential for maneuverability on any map and any build due to the Emergency Conn Officer doubling-up the Evasive maneuvers. Since we are pretty light on Science seating, and we don't want to slot Boimler due to budget constraints, Aux to Battery is still a really cost effective way to manage cooldowns. We don't need Emergency Power to Weapons, so we have the Lt. and Lt. Commander seats we can use for Aux to Battery for our cooldown scheme.
Since this is a weapon focused build, we get a lot of use out of the tactical seating, especially given we've handled our cooldowns elsewhere in the build. We start by taking Torpedo High Yield at the highest rank since we have the Enhanced Bio-Molecular torpedo. You could also take Torpedo Spread, but since we have Entwined Tactical Matrices, that will end up hurting you more than helping. High Yield doesn't lock out Fire at Will and Scatter Volley like Torpedo Spread would.
Since we have a mine, we also pick up a Mine Pattern in order to get more mines on the field. From a numbers perspective, Mine Pattern Alpha and Beta are identical, it's just a personal preference on how the drop them - in a line behind you (alpha) or a burst all at once (beta).
With Entwined Tactical Matrices, Scatter Volley and Fire at Will each end up as an extra Torpedo Spread. If you have extra Energy Credits to spare, Kemocite Laced Weaponry can fill out the remaining ensign slot, but you would also do just fine with Tactical Team.
This seat is really flexible and could be for a little extra damage output, but in this case, I went for utility with a shield offline from Tractor Beam paired with Carrier Wave Shield Hacking.
Notes
At this budget, you won't see a lot of expensive personal traits. A Good Day to Die let's you get your captain power Go Down Fighting at any Hull level. If you aren't on a Tactical, then you have your freedom to pick up something else. The rest of the traits are free. If you want some more premium options, check out some of our more premium Kinetic builds. Most of what we chose from free traits are just generalist damage traits. Give Your All is a fantastic survivability power that cuts damage significantly every time we use an Engineering power. Kinetic Precision and Superior Projectile Training are great free options on torpedo builds. The rest of the traits can come and go as budget allows.
We apply the consoles that come with these ships where we can, but the traits are just so much higher impact that consoles at this budget level.
This is the one ship we only get for the trait, not the console. While the ship is usable itself, there is a fleet version so you don't absolutely have to buy the C-Store version. However, the trait has wide application for a variety of build types, and even occasionally can show up on an Exotic build if you don't have better things to slot and a glut of Tactical seating. In our case, it turns some otherwise wasted tactical seats into extra Torpedo Spreads. This has a pretty high ceiling for damage output, and wide application, so it's recommended not to skip this one. This should be where your first C-Store ship goes, after the Typhon. If you don't have this, your build gets shifted around pretty heavily.
Angle on the Bow is almost essentially the same as Piercing Projectiles, so don't feel you need to replace Piercing Projectiles with Angle on the Bow or vice versa if you have one and not the other already. We also use the consoles that come with each ship as solid damage clickies, so both of these are pretty beneficial to this build. While beneficial, boath are merely a stat boost and take a lower priority to Entwined Tactical Matrices. Angle on the Bow triggers off of firing torpedoes, nothing else is needed to trigger the power. Piercing Projectiles triggers off of torpedo enhancements, so we'll stack it just from powers we already have.
The other three traits shown here are all in the really cheap or free category. Obviously, if you have better torpedo traits from our tier list available, those are worth slotting. We only got 3k out of Directed Dilithium Burn, but there are certainly maps and situations where this will perform better, and it's cheap. Carrier Wave Shield Hacking is great as it turns shields off. Couple this with Sequential Warhead Loader, and you have some on-demand shield offlines for large targets.
Notes
Precision and Advanced Targeting are slotted on just about every DPS build due to their plain utility with no downside. Torpedo Pre-flight Sequence is bonus damage for our projectiles, which is our primary damage source. Magnified Firepower has a lower max than Aux Power Config, but since we are running Aux to Batt just about all the time, we get very little performace out of Aux Power Config. Omega Kinetic Shearing is very powerful on Kinetic builds. Tyler's Duality is often used on DPS builds, but we only have 90k hull, so the bonus weapon damage will outperform it.
Notes
Projectile Weapons Officers are cheap and easy to obtain, and really keep the torpedoes firing quickly. Use them as filler as you are able. The ECH Conn Officer is a must-slot on every build, as the maneuverability can't be beat.
We pick up 3 technicians, which are unlocked from the B'Tran colony chain, which we use as our primary cooldown method.
Finally, we drop a potential Projectile Weapons Officer for a Space Warfare Specialist, which does a lot of our healing. If saving on budget, get a third PWO.
Of my 817k ISE run, Call Emergency Artillery III nets 61k. Omega Kinetic Shearing is 33k. Past that, the top damage sources are Neutronic Torpedoes, Dark Matter Torpedoes, and Gravimetric Torpedoes. We get about 40k out of the Phalanx Torpedo console, and about 30k out of the Shangri-la's console. Ultra High Yield Tricobalt console, from the Appalachia, only nets 10k this run, but as with many things on a torper, they are very swingy. I've seen much higher, just depends on what's still alive when it lands.