Defense Calculator

Measure how long a ship lasts and how much damage is thrown at it, and compare that against the Theoretical EHP estimate from HP and Defense

The enemy team attacking the heal target. A ship with a damage ability hits the target; a support ship buffs the team. Pick a ship to autofill its stats and walk its abilities, or enter stats manually.

Team (up to 4)

Team ships contribute their buffs and debuffs to all ship comparisons

Shared buffs applied to all ship configurations

Select Defense Buffs / Debuffs…
No enemy attackers yet, so nothing is being thrown at these ships: Damage absorbed reads 0 and no ship can be destroyed. The fight still runs, though, against a single inert practice target that never shoots back — and that target can be DESTROYED, which ends the run there. So a hard-hitting ship can show fewer Rounds survived than the window you set, and that says nothing about how tough it is. Add an attacker in Enemy Team above to measure anything.
Charge
Skills
Active1 ability
Charged0 abilities
Ship Buffs
Select Ship Buffs…
Rounds survived:rounds the ship was in the fight20Survived all 20 rounds — a lower bound, not a limit
Damage absorbed:everything thrown at it, before its own reductions0over 20 rounds
On a survivor this is a property of the ATTACKERS, not the ship — raise enemy attack or rounds until ships die before comparing.
Reached the ship (after its reductions)0
To hull0
Theoretical EHP:24,006
An estimate from hangar stats, not a measurement — HP and Defense only. It ignores shields, Barrier, self-repair and conditional gating, and no enemy ever fires at it. Prefer the measured figures above when one is available.
Damage Reduction:58.34%
HP Multiplier:2.40x
Security:70
Best ship configuration

Theoretical EHP Explanation

Theoretical EHP is an estimate from hangar stats alone: how much damage your ship could take before being destroyed if its damage reduction applied to every point of it. It is not the Damage absorbed figure above — that one is measured in a real fight and deliberately counts damage before any reduction the ship applies.

The formula for calculating Theoretical EHP is:

Theoretical EHP = HP / (1 - (Damage Reduction / 100))

Defense buffs multiply the base defense stat before calculating damage reduction. Incoming damage buffs (e.g. -30% Incoming Direct Damage) further adjust it. No enemy ever fires at it, and it cannot see shields, Barrier, self-repair or conditionally-gated buffs.

Security does not affect Theoretical EHP directly — it determines how well your ship resists debuffs from hackers. Higher security reduces the chance that hacking attempts succeed.

Damage Reduction Curve

Damage reduction follows a curve where higher defense values have diminishing returns. The interactive chart below shows how damage reduction increases with defense values from 0 to 26,000, and marks the position of your ship configurations.

Damage Reduction Curve

06500130001950026000Defense0255075100Damage Reduction (%)

Defense × Security Heatmap

Color shows combined tank score (Theoretical EHP × Security) across the defense and security stat space, using your ship's HP as reference. Stars mark your ship configurations — top-right is strongest on both dimensions.

0k3k6k9k12k15kDefense0306090120150Security
< 20% best score
20–40%
40–60%
60–80%
80–100%
100–125%
125–150%
> 150%