Documentation
Comprehensive guide to using the Starborne Planner tool for ship management, gear optimization, and battle simulations.
Help
Getting Started
Introduction
Welcome to the Starborne Frontiers Calculator, your comprehensive tool for optimizing your fleet and gear in Starborne Frontiers. This guide will help you understand and make the most of all the features available.
New to Starborne Frontiers itself rather than this planner? Start with Game Basics — what the stats do, what the roles are for, and how targeting picks who gets hit.
Importing Your Game Data
To get started, you'll need to import your game data. This process requires the Windows version of Starborne Frontiers, which can be accessed through either:
- The standalone Windows client
- The Steam client
Steps to Export Data:
- Open Starborne Frontiers in Windows
- Click on Settings
- Navigate to Account
- Click Export Player Data
- This will download a JSON file containing your game data
Video Guide:
Importing into the Calculator:
- Locate the yellow Import Data button in the sidebar
- Click the button and select your exported JSON file
- An Import Complete summary appears showing what changed: new/leveled/refitted ships by rarity, gear count delta, and any new legendary 6-star gear highlights
- The app updates in-place — no page reload required
Tips & Tricks
Best Practices
- Edit ships to give them the proper role, to make autogearing faster. This persists between imports.
- Use the equipment lock feature often to lock the equipment on the ships you don't want to be touched. This persists between imports.
- Always run autogear multiple times to find the best combination.
- Regularly import new data from the game, to get the latest gear.
- Regularly run the optimizer for your MVPs, to make sure you are getting the best possible gear.
- Check out Gear -> Upgrade Analysis, to locate gear pieces most likely to improve role scores the most.
Example workflow
Here is an example workflow of how to use the calculator to autogear your fleet.
- Import your game data
- If first time using the calculator, edit ships to give them the proper role.
- Optimize the most important units first, arena/vault teams
- Toggle the lock on the autogear page, when you find a good gear combination, equip stuff in the game, before continuing to the next ship.
- Then depending on the content you want to do, repeat the process on the situational ships, for example Faction Ops. Unlock the arena/vault teams if you need the best possible gear here.
- After the content runs are done, unlock the situational ships, and optimize the MVPs again, if these were touched.
FAQ
FAQ
Here are some frequently asked questions about the app.
- What is the purpose of the app?The purpose of the app is to help you with gear management and quickly optimize your ships. Do you spend a lot of time gear swapping when doing faction ops, or just a wild amount of credits on gearing up all your ships? The autogear feature is a tool to help you quickly find the best gear for your ships for any content, and easily keep track of what gear is going where.
- Why would I use this, when I have a spreadsheet with all my ships and gear?This community has an untamable passion for spreadsheets, but this is more efficient, I promise you. It has integrated import with game data, so you can easily import your gear and fleet, and find better gear combinations depending on a lot of different roles and requirements. It will also tell you what ships you need to move gear from if its already equipped. Engineering and implants are also factored in.
- Do I need a huge game account to use this?No, it will work with any size of game account, wether newly started or old time whale, or anything in between.
- How do I import my game data?You can import your game data by clicking the import button in the sidebar. Check out the Getting Started section for more information.
- Does the app work without an account?Yes, the app works without an account. You can import your game data and use the app, but what you do will not be synced across devices.
- How do I delete my account?You can delete your account by clicking the delete account button in the Profile page, inside the Backup & Restore section.
Documentation
Ship Management
Ship Cards
Each ship in your fleet is displayed as a card containing comprehensive information and management options.
Ship Information
- Basic Info: Name
- Faction: The ship's faction icon
- Role: Ship role (e.g., Attacker, Defender) is displayed by the role icon.
- Affinity: The ship's elemental affinity is displayed by the color of the role icon.
- Rank: Current ship rank displayed as white stars.
- Refit Level: Number of gold stars (★) indicating refit progress
- Equipment: Currently equipped gear pieces
- Active Sets: Currently active gear set bonuses
- Implants: Installed implants, their effects, and their description.
- Final Stats: Total stats including all bonuses.
Ship Actions
- Equip Gear: Manually equip gear pieces to different slots
- Unequip All: Remove all currently equipped gear
- Lock Equipment: Prevent gear from being changed by autogear
- Calibrate Gear: Quick access to calibrate gear for this ship
- Ship Details: View detailed ship information in the ship database
- Quick Autogear: Direct access to autogear for this specific ship
- Simulator: Quick access to battle simulation with this ship
- Compare Ships: Add ships to comparison panel to view stats side-by-side
- Delete Ship: Remove the ship from your fleet
Ship Comparison
Compare multiple ships side-by-side to analyze their stats and gear configurations:
- Click "Compare" on ship cards to add them to the comparison panel
- View up to 4 ships at once
- Compare final stats, gear, and set bonuses
- Also available in Ship Database for comparing base stats
Starred Ship Alerts
When starred ships have empty gear slots, a floating panel appears in the bottom-right corner:
- Click a ship name to go directly to Autogear with that ship pre-selected
- When there are 2 or more ships, an Autogear All button appears — it loads all of them into the Autogear queue at once
- The panel can be minimized to a small badge and restored by clicking the badge
Filtering and Sorting
The ship management interface includes powerful filtering and sorting capabilities:
- Faction Filter: Filter ships by their faction
- Ship Type Filter: Filter by ship type (e.g., Cruiser, Battleship)
- Rarity Filter: Filter by ship rarity
- Affinity Filter: Filter by elemental affinity
- Equipment Lock Filter: Show only ships with locked equipment
- Skill Targeting Filters: Filter by "Target" (target selection: Front, Back, Skip, All, Self, Allies, Other Allies) and "Pattern" (AoE pattern shape)
Sorting Options
Ships can be sorted by various criteria:
- Date Added (default)
- Name (alphabetical)
- Ship Type
- Faction
- Rarity
- Number of Equipped Gear
- Any individual stat (e.g., Attack, Defense, Speed)
Search Functionality
The search feature allows you to find ships by:
- Ship name
- Ship type
- Faction name
- Affinity
- Targeting terms (e.g. "cone" or "backline")
The search is case-insensitive and updates results in real-time as you type.
Pro Tips
- Use the equipment lock feature to prevent autogear from changing specific ship setups
- Combine filters to quickly find specific ship combinations
- Sort by stats to identify your strongest ships in specific areas
- Use the search function to quickly locate ships when you have a large fleet
Ship Details Page
The ship details page shows detailed information about a specific ship. Including:
- Complete stats breakdown
- Equipment
- Implants
- Score breakdown by gear slots
- Upgrade analysis based on gear slots
- Ship skills
Skills Card
The Skills card shows each of your ship's skills — Active, Charge (with turn count), and Passive R1/R2/R4 — with full formatted skill text. Damage values are highlighted in orange, buff and debuff names are underlined with tooltip descriptions, and beneficial effects appear in green. Hovering an Active or Charge skill shows a board diagram of its targeting footprint — which cells the skill hits (red = primary target, orange = splash).
Inventory Management
Gear Cards
Each piece of gear in your inventory is displayed as a card containing detailed information and management options.
Gear Information
- Header:
- Slot type with icon (e.g., Weapon, Armor)
- Stars (★) and Level indicator
- For implants: Implant slot type (Major/Ultimate)
- Main Stat: Primary stat with value and type
- Sub Stats: List of secondary stats with values
- Set Bonus:
- Set name
- Set bonus stats
- Set bonus description
- Implant Details: (for implants only)
- Implant name and icon
- Description (for Major and Ultimate implants)
- Equipped Status: Shows which ship is using this gear
Visual Indicators
- Rarity is indicated by border color and text color
- Set icon is displayed next to the slot type
- Implant icon is shown for implant slots
- Stars are shown in yellow (★)
Gear Actions
- Edit: Modify gear details (not available for implants). Edit mode uses a compact layout — slot, stars, rarity, set, and main stat type are locked and shown as a read-only summary. Only level and substats are editable:
- Level: Adjusting the level automatically recalculates the main stat value from the game's lookup table.
- Substats: The number of substat slots available depends on rarity and level. Rare gear unlocks a third slot at level 12 and a fourth at level 16. Epic gear unlocks a fourth slot at level 16. Legendary gear starts with all four slots available.
- Remove: Delete the gear piece
- Equip: (in select mode) Equip to a ship
Filtering and Sorting
The gear management interface includes powerful filtering and sorting capabilities:
- Slot Filter: Filter by gear slot type
- Rarity Filter: Filter by gear rarity
- Set Filter: Filter by gear set
- Equipped Filter: Show equipped or unequipped gear
Search Functionality
The search feature allows you to find gear by:
- Gear name
- Slot type
- Set name
- Rarity
- Stat names and values
- Equipped ship name
The search is case-insensitive and updates results in real-time as you type.
Sorting Options
Gear can be sorted by various criteria:
- Date Added (default)
- Level
- Stars
- Rarity
Gear Page Tabs
The Gear page has five tabs for different management features:
Inventory Tab
Your main gear inventory with filtering, sorting, and search capabilities as described above.
Calibration Tab
Gear calibration is an in-game feature that boosts your gear's main stat when calibrated to a specific ship. Requirements: level 16 gear with 5 or 6 stars.
- Calibration Candidates: Find your best gear pieces to calibrate for each role, ranked by potential score improvement
- Ship Analysis: Select a specific ship to see which of their equipped gear would benefit most from calibration
- Calibration bonuses vary by stat type (flat attack doubles, HP gains ~50%, percentage stats gain 5-7 points)
- Quick access via "Calibrate Gear" in ship dropdown menus
Upgrade Analysis Tab
This tab shows which gear pieces are most likely to improve your role scores when upgraded. It simulates upgrading unlevelled gear 10 times, scores each result using the role scoring system, and averages the results.
- A coverage grid at the top shows, once per gear slot, how many level 16 pieces you own, and for each role and slot how much farming it would pay off. It reads your inventory directly, so it is there before you run an analysis
- Priority compares your best pieces for that role and slot against the same number of typical good pieces for it, not the single best possible roll. A high percentage means farming that role and slot would help; a low percentage means you are already close to the best you can get
- The grid header's Target pieces per slot control sets how many pieces that comparison samples (default 20); raising it asks a harder question of a deep inventory, so priority reads higher across the board
- Role cards and each card's slot tabs are ordered by that same priority, so whatever is most worth farming comes first. Clicking a grid cell selects that slot's tab, and scrolls to the role card once you have run an analysis
- A piece carrying a set bonus is credited its share of that set: the set's stats divided by the pieces needed to activate it
- Results are displayed per role, sorted by score improvement
- Helps identify high-potential gear worth investing in
Simulate Upgrades Tab
Simulate upgrading all your unlevelled gear to see potential outcomes:
- Click "Simulate Upgrades" to randomly upgrade all unlevelled gear (like the in-game RNG)
- Upgraded stats are displayed on gear cards
- Use "Clear Upgrades" to reset to original stats
- Enable "Use upgraded stats" in autogear to factor simulated upgrades into optimization
Wishlist Tab
The Wishlist tab lets you track gear you are actively farming. Each entry describes the kind of gear you are looking for, so you can quickly check whether any newly imported drops match your goals.
- Adding an entry: Give it a name (required, up to 64 characters) and optionally set any combination of filters — slot, minimum stars, rarity, gear set, main stat, and substats. All active filters use AND logic: a gear piece must satisfy every filter to match. Leaving a filter unset means it matches anything.
- Editing and deleting: Each entry card has inline edit and delete buttons.
- Search Inventory button: Searches your current inventory against all wishlist entries. Results are shown in tabs, one per entry. If no gear in your inventory matches an entry, that tab shows "No gear in your inventory matches this entry yet".
- Import Summary integration: After importing game data, newly imported gear that matches any wishlist entry appears in a "Wishlist Hits" section inside the Import Summary modal. This section is hidden on a first-ever import, when there is no previous import to compare against.
Pro Tips
- Use the equipped filter to quickly find gear that's not being used
- Search by stat names to find gear with specific stat combinations
- Check the Upgrade Analysis tab regularly to identify gear that has a good probability of being a good piece, once upgraded.
Autogear
Autogear System
The autogear system uses advanced algorithms to find the optimal gear combinations for your ships. It takes into account various factors including:
- Ship role and type
- Stat priorities and requirements
- Gear set bonuses
- Equipment constraints
- Stat bonuses and synergies
Ship Roles and Scoring
Each ship role has specific scoring criteria that determine how gear combinations are evaluated. Understanding these criteria helps you make better decisions about gear optimization.
PRO TIP: Edit ship roles in the ships page to automatically set the chosen role for the autogear tool. Roles persists through imports.
Attacker Roles
Attacker
Focuses on maximizing damage output through:
- Base attack damage
- Critical hit chance and damage
- Defense penetration
Defender Roles
Defender
Optimizes for survival through:
- Effective HP (HP, defence, and crit damage reduction, assuming enemies always crit)
- Healing and shield regeneration
- Survival rounds calculation
Defender (Security)
Combines defensive capabilities with security:
- Base defender score
- Security stat multiplier
- Balanced defensive stats
Debuffer Roles
Debuffer
Specializes in hacking and damage:
- Hacking stat × DPS
Debuffer (Defensive)
Balances hacking with survivability:
- Hacking stat × Effective HP
Debuffer (Defensive, Security)
Anti-debuffer specialist with survivability:
- Hacking × Security × Effective HP
Debuffer (Bomber)
Focuses on hacking and raw attack power:
- Hacking stat × Attack
Debuffer (Corrosion)
DoT specialist for long-term damage:
- Hacking stat × Decimation
- Optimized for corrosion stacking
Supporter Roles
Supporter
Optimizes healing capabilities:
- Base healing (15% of HP)
- Critical hit multiplier
- Heal modifier
Supporter (Buffer)
Focuses on speed and defensive support:
- Speed × 10 (base weight)
- Boost set bonus (45,000 points for 4 or more pieces)
- Effective HP (scaled down)
Supporter (Offensive)
Balances speed with attack power:
- Speed × 10 (base weight)
- Attack power (square root scaled)
- Boost set bonus (45,000 points for 4 or more pieces)
Supporter (Shield)
Maximizes shielding capability:
- Maximize HP
- Best for ships that provide shields based on HP
Not a Role
Custom
Skip the built-in roles and build your own scoring formula from stats you pick, for ships that don't fit any role above.
Scoring System Notes
- Each role has a unique scoring formula that prioritizes different stats and combinations.
- Stat bonuses are applied after the base score calculation.
- Penalties are applied as percentage reductions to the final score.
Configuration Options
Open Settings on a selected ship to pick a Strategy (role) and add Your tweaks on top — stat priorities, set requirements, or stat bonuses. Click + Add tweak to choose a type, then fill in the form. Tweaks carry no reorder controls: every tweak is scored independently of the others, so list position makes no difference.
Stat Priorities
Define minimum and maximum values for specific stats. The algorithm will try to keep stats within these ranges while optimizing the overall build. You can also limit three derived stats: Effective HP — a survivability value combining HP, Defense, and crit damage reduction (assuming enemies always crit) — Direct Damage — an offensive value combining attack, crit rate, crit power, and defense penetration — and Crit Multiplier — how much crit rate and crit power multiply your damage by, on their own.
Each row has an Edit button (opens the form pre-filled) and supports inline number editing — click any number to change it directly.
Hard Requirements
Any min/max limit on a stat priority can be flagged as a Hard Requirement via the checkbox in the priority form. Soft limits work by penalizing the score when they're missed; the optimizer can still choose to miss them if the trade-off is worthwhile. Hard requirements are different — the optimizer is instructed to never pick a combo that violates them, if any feasible combo exists in your inventory.
When none of its first three passes finds a combo that meets every hard requirement, the algorithm makes up to two more with fresh random starting points. If no pass produces a feasible combo, the result that misses the requirements by the least is shown, even if another combo scores higher, along with a list of which requirements were missed and by how much — so you can adjust your limits to something your inventory can actually hit.
Set Priorities
Specify which gear sets you want to complete and how many pieces of each set. The algorithm will prioritize completing these sets while maintaining stat requirements. Setting the count to 0, will prevent that gear set from being in the calculations.
Each row has an Edit button (opens the form pre-filled) and supports inline number editing — click any number to change it directly.
Stat Bonuses
Add bonus effects that contribute to the role score. For example, an attacker that gains extra damage equal to 10% of HP. Effective HP, Direct Damage, and Crit Multiplier can all be used as bonus stats too, not just as stat priorities. A Direct Damage or Crit Multiplier bonus is how you tell the optimizer that crit matters for a ship whose role formula does not read crit — some bombers, for instance.
Each row has an Edit button (opens the form pre-filled) and supports inline number editing — click any number to change it directly.
Stat bonuses need a role selected to have any effect — with no role (Custom strategy), the Scale picker entry is replaced by Formula stat, and any Scale rows left over from an earlier role are shown separately, marked unused.
Once you pick a stat, the form previews the score it adds to the selected ship before you save it — the same percentage can be decisive on one role and negligible on another, since role base scores differ by orders of magnitude.
Custom Formula
Pick Custom as the Strategy to build your own scoring formula instead of using a built-in role. Add a Formula stat tweak for each stat that matters, choosing a direction (as much, or as little, as possible) and how it counts: Multiplied stats have to be good on their own for the build to score well, so balanced builds win; Added stats top the score up without being able to carry it on their own. Two Multiplied stats mean both have to be good — one weak stat drags the whole score down.
Minimizing a stat is a preference, not a floor — it makes low values score better, but the optimizer can still pick a high value if it wins elsewhere. When you need a number held, add a Limits tweak with a min or max, and tick its Hard Requirement box: a limit on its own only penalizes a build that misses it, so the optimizer can still choose to miss it.
A Multiplied stat also has an Importance — Slight, Normal, or Heavy — which raises its contribution to a power before the core stats are multiplied together. With only one Multiplied stat and no Added stats, Importance can't change anything: raising a single term to a power is a monotone transform, so every build keeps the same ranking regardless of which setting you pick. The formula list hides the Importance readout on a lone Multiplied stat for that reason.
A Multiplied, maximized row can also score a weighted sum of other stats instead of its own raw value — add one or more stats and a weight under that row's own controls (something like Attack x2.100 for a skill that hits at 210%), matching how the ship's kit actually scales rather than the plain stat.
A Multiplied stat you're maximizing that your ship currently has none of scores that term at zero — and one zero term zeroes the whole product, however good the rest of the build is. Every candidate that cannot supply the stat ties at 0, leaving the optimizer nothing to choose between. Heal modifier is the common case: no gear slot rolls it, so only a set bonus such as Repair or Recovery can lift it off zero. If a stat can legitimately be zero, use an Added row for it instead; the formula list flags a maximized Multiplied row that is currently zero. A minimized row at zero is unaffected — zero is the best that row can be.
While the formula is empty, a Start from picker lets you copy a built-in role's scoring in as editable rows — some roles translate exactly, others are noted as approximations. The formula card also shows the equipped build's current score; it is only meaningful relative to itself, so use it to confirm a change moved the score the way you expected, not as an absolute number. Autogear can't run until the formula has at least one stat — an empty formula would score every combination the same.
Off-Formula Notice
A role's formula only scores certain stats. When a ship's active or charged skill deals damage, repairs, or shields off a stat its role formula never looks at — Defence on a Debuffer, say — a notice appears under the role selector. It names the stat and says whether the formula ignores it outright or only credits it as part of a total the optimizer can trade away for something else. For a few ships nothing in their kit is driven by a gear stat at all; the notice says so plainly, and there is nothing to offer an equation or button for.
For a role built around a single scalable quantity — Attacker, Debuffer and Debuffer(Bomber) score damage; Supporter scores repairs; Supporter(Shield) scores shields — the notice also shows a scoring equation built from that ship's own skill numbers: not a generic estimate, and not the same for every ship sharing the role. It reads as a weighted list of stats (something like "Attack x1.240 + Defence x0.615"), the real mix the skill rewards, worked out from how often the ship's kit casts its active skill versus its charged one. Click Use this equation to substitute those numbers into that same quantity in the role's own formula — the ship keeps its configured role and every other setting; only what feeds that one quantity changes. Once applied, the notice says so and offers Stop using this equation to go back to the role's own numbers; nothing re-scores until the next Find optimal gear run. The applied equation can also be edited — reweight a stat, add one to fold in a passive the derivation left out, or remove one — and Restore the derived equation returns to exactly the kit's own numbers.
A role without a single quantity to replace this way — a Defender, say, whose formula is built around surviving rounds rather than one scalable output — shows the finding but no equation and no button: the kit fact is worth knowing, but there is nowhere honest to put it in that role's scoring, and gearing for the named stat would usually work against what the role is built for.
A passive skill's contribution is never in that equation. How often a passive fires depends on how the fight actually goes — how much the ship gets hit, how often a debuff resists, whether an ally triggers it — not on a fixed rhythm the way casting an active or charged skill is, so there is no cast ratio to fold it into. When a passive is left out, the notice names it directly: the skill's own wording and percentage, so nothing about what got skipped, or why, is hidden. When the active/charged equation adds nothing the role wasn't already scoring, there is nothing for Use this equation to change — if a passive on that same stat was left out, the notice offers Write an equation instead, opening the same editor empty next to that passive's wording so its stat and percentage can be added by hand; if there is no such passive either, neither button appears.
Buffs
Add external buffs as tweaks (e.g. Volk's +30% crit rate from a commander ability). The scorer inflates the ship's stats before optimising, so gear choices reflect the ship's true in-combat performance. Percentage-only stats (crit, crit power, def pen, etc.) receive the buff as a flat addition; flat stats (attack, HP, defence, etc.) receive it as a percentage multiplier.
Equipment Constraints
- Ignore currently equipped gear: When enabled, the algorithm will only consider gear that isn't equipped on other ships.
- Ignore unleveled gear: When enabled, the algorithm will only consider gear that has been leveled up. Note: This does not apply to implants as they don't have levels.
- Use upgraded stats: When enabled, the algorithm will consider gear that has been upgraded in the Upgrade Analysis tab in the Gear page.
- Include calibrated gear: When enabled, gear calibrated to other ships is included in the search. On its own it scores that gear at its base stats — without the calibration bonus, which belongs to the other ship.
- Assume all gear is calibrated: When enabled, every calibration-eligible piece (5-6 star, level 16) is scored as if it were calibrated to this ship. Without it, an already-calibrated piece competes against uncalibrated gear while holding a bonus that gear could equally have, so the optimizer keeps recommending whatever you calibrated first. The two calibration options are independent: "Include calibrated gear" decides what is available, this one decides how it is scored — with both on, gear calibrated elsewhere is included and gets the bonus too. With "Use upgraded stats" on, gear below level 16 is included as well, since it would be eligible once upgraded. Your ship's current gear is scored the same way, so the before/after difference is the gain from swapping gear rather than from calibrating what you already wear. Suggested pieces needing calibration are marked; calibration is a limited resource, so check that the result is one you can actually afford.
- Optimize implants: When enabled, the algorithm will also optimize your ship's implants (Major and 3 Minor slots). Ultimate implants are not optimized but will be displayed if equipped. Implants use the same stat priorities as gear and follow the same "Ignore equipped" rules.
Arena Season Modifiers
PVP arena seasons apply temporary stat modifiers to ships based on conditions like faction, rarity, or role (e.g., "all epic defenders get +150% HP and +150% DEF"). When an active arena season exists, you can enable the "Apply arena modifiers" checkbox to have the autogear algorithm account for these modifiers when scoring gear loadouts.
- Modifiers are applied to total stats before scoring — they shift which gear the algorithm considers optimal.
- Multiple rules can stack: if a ship matches several rules, their modifiers are summed per stat.
- The modified stats are only used for scoring — your ship's displayed stats remain unchanged.
- Arena seasons are managed by admins and expire automatically when their end date passes.
How It Optimizes
Genetic Algorithm
Every run uses an evolution-inspired approach that maintains a population of potential solutions and evolves them over time. It's particularly good at finding balanced gear combinations that satisfy multiple requirements.
Each run makes three independent passes and keeps the best, so repeated runs land on the same answer more often. Every pass also starts from the gear the ship already wears, so unless hard requirements rule it out, a suggestion never scores below the current loadout.
Important Notes
- The autogear system uses shortcuts to handle the large number of possible combinations. Results are based on about 30-40k comparisons, so running it multiple times may yield different optimal solutions.
- Consider unchecking the "Ignore currently equipped gear" option if you want to look through all your gear on other ships aswell. Use it together with the Ship Equipment Lock to exclude certain ships from this field.
- For best results, combine autogear suggestions with manual adjustments in the secondary requirements accordion based on your specific needs.
After running autogear
After running autogear, you can see the gear suggestions on the right side of the page, together with an equip all button, a lock equipment button, and an expand gear button.
- The equip all button will equip all the gear suggestions at once. If other ships have it equipped, it will ask before removing it from them.
- The lock equipment button will lock the ship currently selected, to easily continue autogearing other ships.
- The expand gear button will expand the gear suggestions to show the gear pieces as gear cards, so you can see the stats and bonuses, to easily locate them in game.
Suggested Next Autogear
After equipping suggestions, a Suggested Next Autogear panel appears showing ships that may need attention — starred ships with empty slots, and any ships whose gear was just reassigned (donor ships). Click Select on a ship to queue it as the next autogear target, or click Select All (visible when there are 2 or more suggestions) to load all of them into the queue at once.
Kept Results
Your last selection and its results stay on the Autogear page while the browser tab is open, so you can check another page or reload without running again. A new import, signing out or switching profile clears them.
Simulation Results
The simulation results will show you a comparison of the gear suggestions, and the current gear on the ship, based on the different goals of the roles. If the ship's role has an applied equation or is scored with a Custom formula, the numbers shown are computed from that same formula — not the role's generic one — so the result matches what the gear was actually picked for. A Custom-scored ship shows its Formula Score, plus Average Damage and/or Effective HP when the formula includes a row for them.
Teams
Autogear processes ships in the order you select them — the first ship gets first pick of your gear. Once you have selected at least two ships, use Save Team to store that ordered selection under a name, and Add Team to load it back later. Each ship arrives with whatever role and stat priorities you already saved for it.
- Team names must be unique. To change a team, delete it and save again.
- Loading a team replaces your current selection, asking first if ships are already selected.
- Ships that have left your fleet are skipped when a team loads, and the team itself is left untouched.
- From encounter: the Add Team dialog can also load a saved encounter's ships, ordered by the turn order you assigned in the formation. Nothing is saved until you use Save Team, so you can adjust the group first.
- Use the up and down arrows beside each ship to change the order. The first ship gets first pick of your gear, so the order is worth getting right.
- Reordering a team you loaded saves the new order to that team automatically. Add, remove or swap a ship and it stops being that team, so only the order is ever saved this way.
Community Recommendations
The community recommendations system allows players to share their autogear configurations with others.
Viewing Recommendations
- When you select a ship, every community build shared for that ship is listed, grouped by implant relevance first and then ordered by your chosen sort within each group
- Builds tagged for the ultimate implant you have equipped come first, untagged (generic) builds come next, and builds tagged for a different implant stay visible at the bottom
- Click a build to expand its full configuration — role, stat priorities, gear sets, stat bonuses, fleet buffs and implant settings
- Sort by top rated or newest, and see each build's refit level
Sharing Your Build
- Configure your autogear settings (role, stat priorities, gear sets, stat bonuses, fleet buffs, implant settings, an applied equation) — a Custom-mode formula can be shared whether it's started from a role or built entirely from scratch, and a build using Crit Multiplier can be shared too
- Click "Share your build" to open the share form — it previews exactly what will be published
- Add a descriptive title (e.g., "High Crit DPS Build")
- Optionally add a description explaining your strategy
- Check "Tag this build for [your ultimate implant]" if your build is implant-specific — it stays visible to everyone, but sorts to the top for players with that implant equipped
- Click "Share" to publish
Voting
- Click "Helpful" or "Not Helpful" to vote on recommendations
- Your votes help surface the best builds for each ship
- Sign in required to vote or share
Applying a Build
- Click "Apply to autogear" on an expanded build to copy it into your configuration for that ship
- It replaces role, stat priorities, gear sets, stat bonuses, fleet buffs, implant settings and an applied equation
- Your own preferences are never changed: ignore equipped, ignore unleveled, use upgraded stats, complete sets, calibration and arena modifiers all stay as you set them
- You are asked to confirm whenever applying would overwrite an existing configuration
- Builds shared before fleet buffs and implant settings were captured carry role, stat priorities, gear sets and stat bonuses only
Pro Tips
- Use descriptive titles that highlight the build's purpose (e.g., "Arena Speed Build" or "Vault Tank Build")
- When your build relies on a specific ultimate implant, tag it so it sorts to the top for players who have that implant equipped
- Check community recommendations before running autogear to see what works for other players
Engineering Stats
Ship Type Bonuses
The Engineering Stats page allows you to manage per-ship-type engineering bonuses that apply to all ships of that type in your fleet. The page has three tabs: Engineering Stats, Preview Upgrade, and Optimizer.
Engineering Stats Tab
- Set engineering bonuses for each ship type
- Bonuses automatically apply to all ships of that type
- Import engineering data from game exports
- Edit bonuses for Attack, Defense, HP, and other stats
- Engineering bonuses are factored into autogear calculations
Preview Upgrade Tab
See how investing in engineering upgrades will affect your ships before spending resources:
- Select a ship and role to analyze
- Choose which engineering stat to preview upgrading
- See current stats vs. stats after the upgrade
- View simulation results showing DPS, survivability, and other role-specific metrics
- Helps decide which engineering stats to prioritize for each role
Optimizer Tab
The Optimizer tab recommends the most impactful engineering upgrades for your token budget. It scores each possible next-level upgrade by the average % score improvement it would give your starred ships of that role, divided by the token cost. The ranked queue shows you exactly where to spend for maximum fleet impact.
Pro Tip
Keep your engineering stats up to date by importing fresh game data regularly. Use the Preview Upgrade tab to make informed decisions about where to invest your engineering points.
Loadouts
Save and Manage Ship Configurations
Loadouts allow you to save ship configurations for easy switching between different gear setups and team compositions.
Individual Loadouts
- Save current gear configuration for a ship
- Create multiple loadouts per ship
- Name loadouts for different purposes (Arena, Vault, etc.)
- Quick restore to saved configuration
- Compare loadout stats side-by-side
Team Loadouts
- Save entire team compositions
- Store gear configuration for all ships in a team
- Perfect for Arena, Vault, or Faction Ops setups
- Restore entire team with one click
Pro Tips
- Create separate loadouts for different content types (Arena, Vault, Faction Ops)
- Use descriptive names to easily identify loadout purposes
- Update loadouts after major gear upgrades or acquisitions
Ship Database
Browse All Ships
The Ship Database provides a comprehensive reference for all ships available in Starborne Frontiers.
Features
- View base stats for all ships at level 60
- Filter by faction, ship type, rarity, and affinity
- Filter by skill targeting — "Target" (target selection: Front, Back, Skip, All, Self, Allies, Other Allies) and "Pattern" (AoE pattern shape)
- Search ships by name or targeting terms (e.g. "cone" or "backline")
- Sort by various stats
- View detailed ship information including abilities
- Access ship leaderboards to see top-performing configurations
Ships can have up to three passive skills: first passive (unlocked at lower ranks), second passive (unlocked at higher ranks), and third passive (available on newest ships).
Implant Database
Similar to the Ship Database, the Implant Database lets you browse all available implants:
- View all Minor, Major, and Ultimate implants
- Filter by implant type and slot
- See detailed implant effects and descriptions
- Compare implant stats and bonuses
Use Cases
- Research ships before acquisition
- Compare stats across factions and types
- Plan future team compositions
- Learn about ship abilities and synergies
Effect Index
Browse All Buffs, Debuffs, and Effects
The Effect Index provides a comprehensive reference of all buffs, debuffs, and effects in the game. Use the search bar to find specific effects or filter by type.
Features
- Search effects by name, type, or description
- Filter by type: buffs, debuffs, or effects
- Sort effects alphabetically
- Color-coded badges for quick identification
- Over 155 effects catalogued
Effect Types
Pro Tip
Use the Effect Index as a quick reference during battles to understand what status effects are doing. Search for keywords like "hacking" or "security" to find effects that interact with specific stats.
Squad Leaders
Faction Squad Leaders and Their Bonuses
Each faction has three squad leaders — one rare, one epic, and one legendary — and each leader grants fleet-wide bonuses to that faction's units. A leader has three upgrade steps (I, II, III) whose bonuses are cumulative: a leader upgraded to step III has all three steps active at once.
Features
- Browse every faction's three squad leaders
- Filter by faction and rarity
- Search by leader name or effect text
- See each step's effects laid out I / II / III
Reading Effects
Leaderboards
Ship Performance Rankings
Leaderboards showcase the highest-scoring ship configurations for each ship type across all users.
Features
- View top configurations for any ship
- See role-specific scores (Attacker, Defender, etc.)
- Compare your ship performance against community leaders
- Relative scores: Visual bars show how each entry compares to the top score
- View gear, implants, and stats of top performers
- Filter by specific ship roles
How to Access Leaderboards
- Go to Ship Database
- Click on any ship card
- Click the "View Leaderboard" button
Pro Tip
Study top leaderboard entries to discover optimal gear combinations, set bonuses, and stat distributions for your ships. The relative score bars help you quickly identify how competitive your build is.
Lore
Ship Bios and World Lore
The Lore page provides immersive storytelling with ship biographies, character quotes, and world lore articles. Two tabs let you explore ship bios and world lore separately, with full-text search across both.
Ship Bios Tab
- Browse biographies for 149 ships
- Read character quotes and author information
- Search ships by name, faction, or bio content
- Quick links to ship details and databases from bio cards
World Lore Tab
- Read 30 articles about the game world and universe
- Explore lore directly from starborne.com
- Search lore articles by title and content
Audio Reader
The lore page includes a text-to-speech audio reader. Use Play All in the toolbar to listen through all entries in the current tab hands-free, or the play button on any card to hear a single entry. Playback uses the browser's built-in speech synthesis (prefers the Microsoft Michelle Online voice on Windows).
Cross-Tab Search
The search bar works across both tabs. When you search, results from the other tab appear below with a separate section header, making it easy to find related content across ship bios and world lore.
Use Cases
- Discover the story and background behind your favorite ships
- Understand the game world and universe lore while away from the game
- Use the audio reader to learn lore hands-free during commutes or downtime
Classified Archive
Terminal Interface
The Classified Archive (/classified) is a hidden terminal interface containing encrypted lore fragments. Navigate and decrypt them to uncover backstory and hidden transmissions.
Navigation
- ↑ / ↓ arrow keys — move the cursor between fragments on the index screen
- Enter or click — open the selected fragment
- ESC — return to the index from a fragment detail; from the index, ESC navigates home
- Mouse hover — moves the cursor to the hovered row
Decryption
Each fragment requires an authorisation code. Enter the correct code to start the decrypt sequence — a progress bar counts to 100% and the lore text fades in. Once decrypted, a fragment can be re-read at any time without re-entering the code. Decrypt all 4 fragments to reveal a final transmission.
Arcade
The Arcade (/arcade) is a lane-runner mini game in which you fly the synthwave fighter over the grid. In the synthwave theme you can also click the fighter flying over the background to take control of it from any page.
Choosing a ship
If you have ships in your fleet, a run starts on a ship select screen. Search by name or filter by faction, browse with Previous / Next, the Left / Right keys or a sideways swipe, and press Launch or Enter. The select screen and duels show each ship's official 3D model, with its portrait while the model loads or if it cannot be shown. In flight you fly that model; until it is ready you fly the neon fighter tinted in the ship's faction colour. Your last choice is listed first next time, and Retry keeps the same ship. With an empty fleet, signed in or not, the select screen offers every ship in the game, flown bare: no gear, implants, refits or engineering.
Checkpoint challenges
With at least two other ships with gear equipped in your fleet, the first checkpoint appears 200 to 400 metres in, then one every 300 to 700 metres. Two of the three lanes hold a gate showing the portrait of a random geared ship from your hangar; the third lane is free and skips the challenge. Your flown ship always takes the challenge, with full gear and engineering on both sides, and every challenge lasts at most 5 rounds. Both gates of a row share one challenge type:
- 1v1 — a simulator duel against the gate ship. The winner is the last ship standing, or the one with more HP left after 5 rounds.
- DPS — a race: your ship and the gate ship each attack the Damage Calculator's default enemy for 5 rounds. More damage dealt wins.
- HEAL — a race: each ship heals under the Healing Calculator's default enemy for 5 rounds. More healing done wins.
- TANK — a race: each ship takes a 10,000-attack attacker for 5 rounds. It ends as soon as one ship is destroyed, and the survivor wins; otherwise more HP left wins.
- 3v3 — you and two random geared ships from your fleet against the three ships on the gate. Each team stands on a small seven-hex grid, its three ships on random cells that are the same every time for that checkpoint. The last team standing wins, or the one with more total HP left after 5 rounds. It only appears when your fleet has at least eight other geared ships.
A DPS or HEAL race ends early once both ships are done: the enemy has fallen in a DPS race, or the ship was destroyed in a HEAL race. On equal figures, the earlier kill wins a DPS race and the later destruction wins a HEAL race. Anything still level is a draw, as is a 1v1 or 3v3 where both sides fall in the same round or finish with equal HP; a draw brings no reward and no penalty. As a checkpoint row comes into view, time slows down for about two seconds: a banner names the challenge and what is at stake (and, for 3v3, your two allies), and a card over each gate shows the rivals' portraits, names and roles. You can still steer, jump and duck while it is slowed. The stakes are Win or die (a win adds 500 points, a loss ends the run unless a shield absorbs it), Credits on the line (win 25 credits, or lose a quarter of yours) or Power-up (a win grants a shield or a magnet).
A 1v1 or 3v3 replays turn by turn: each ship shows its hull, shield and charge, its active buffs and debuffs, the damage, misses and repairs each turn lands, and a banner when it fires its charged skill. A 3v3 shows both grids facing each other, each ship on its hex, with buff and debuff counts (hover for the names). A race fills a bar for each ship round by round with its damage dealt, healing done or HP left, then stamps WIN, LOSE or DRAW. Press Space or click to skip the replay. The result shows briefly (Space or a click moves on at once), then the run resumes after a 3-2-1 countdown. A challenge that ends the run closes as soon as its replay does, and your ship explodes. Flying a bare ship from an empty fleet, the gates hold random bare ships instead, and every ship uses base stats only.
Controls
- Left / Right, A / D, swipe sideways — change lane
- Up, W, Space, swipe up — jump over lasers
- Down, S, swipe down — duck through the gap under raised blocks
- Down in mid-air — drop straight to the ground and duck; you clear nothing on the way down. Up while ducking — jump at once
- A jump or duck pressed a moment too early, while the previous one is still running, is remembered for 0.15 seconds and happens as soon as it can
- P — pause; M — toggle the synthwave music and the crash sound, which start on by default (your choice is remembered); Esc — quit
Scoring
Score is metres flown plus 10 points per credit, plus duel and near-miss bonuses. Walls can only be dodged by changing lane, and raised blocks are too tall to jump. A shield absorbs one hit; a magnet collects credits from the neighbouring lanes for 8 seconds. A jump carries you over credits and power-ups at its height, but you still collect them just after take-off and as you land; an active magnet pulls in credits at any height. Your personal best is saved in this browser. When a run ends your ship explodes and a YOU DIED screen shows before your score; press Space, Enter or click to go straight to the score.
Near misses. Dodging at the last moment pays bonus points: change lane, or start the jump or duck that clears an obstacle, within 0.2 seconds of reaching it. Near misses chain: the first pays 25, the next 50, and so on up to 150 each. The chain ends when a row of obstacles passes without a near miss, or when a hit breaks your shield. The game-over screen shows your best chain and the points near misses earned.
Credit streak. Collect every credit of two trails in a row and each credit after that counts double, shown by x2 beside your credits. Missing a credit, or a whole trail, ends the streak. Power-ups in a trail do not count, and duel credits are never doubled.
Scenery
Every 1,000 metres the run enters a new zone, and the sky, sun, grid, barriers and speed lines fade into its colours: Sunset, Neon Night, Red Alert and Ice, then Sunset again. A banner under your score names each zone as it starts. While the music plays, the grid and the sun's glow pulse on the beat. Near top speed the speed lines stretch out and a pink and cyan fringe lines the screen edges, and the screen shakes when your shield breaks. With reduced motion turned on in your system settings there is no shake and the sun's glow does not swell on the beat.
Leaderboard
Anyone can join the leaderboard. Signed-in players are ranked by their best score. Without an account, choose Join as a guest after a run and pick a name; guest scores carry a GUEST tag and stay tied to that browser, and signing in lets you use your account name instead. The first time you finish a run without a username you are asked to choose one; it is shared with your profile. Scores always count for your main account, even while an alt profile is active. The top three pilots stand on a podium above the table, and your own place is tagged YOU. Each best score shows the ship it was flown with, its pilot portrait beside the name; runs in the neon fighter show no ship, and neither do scores set before this update.
Calculators
Advanced Combat Calculators
Various specialized calculators to analyze and optimize combat performance.
DPS Calculator
A time-to-kill tool: simulate one or more ship configurations against a real enemy ship, factoring in attack, crit rate, crit damage, and defense penetration. Under Enemy Target you can pick an actual ship — filling its stats and skills from game data — or set them by hand (defense, HP, security, speed, attack, crit, crit damage, hacking, defense and shield penetration, affinity, type, buffs/debuffs). Once its HP reaches 0 the fight ends on that round.
The enemy can fight back: it takes its own turns, and its attack defaults to 0 so a comparison stays a clean measure of your output — your ship cannot be worn down or killed. Give the enemy an attack value and it starts hitting you, which is what lets ships built around being hit — counterattacks, reflects and on-hit triggers — contribute their real damage. Those effects cannot fire while its attack is 0, and your ship can be destroyed once it is not, which ends the run.
Board slots: each config and each team ship picks the slot it fights from (column 4 is the front), which affects targeting patterns and adjacency. Two team ships cannot share a slot — choosing an occupied one swaps them. Separate configs may share a slot, since each is simulated on its own.
Buffed stats: the crit multiplier and the average buffed attack/crit shown for each config are read from the simulation itself, averaged over every turn your ship takes — so a buff that only lands halfway through the fight counts for the part of the fight it was up, and an extra action counts as the extra turn it is. Hovering a simulated round in the chart also lists what each side still carries at the end of that round, which is what makes an expired or cleansed effect visibly disappear.
Rounds to Kill & Ranking: Each config reports either "Killed in N rounds" when it destroys the target within the configured round window, or "Survived (X% HP left)" when the target outlasts it. Total damage and average damage/round remain visible as secondary detail. When comparing multiple configs, they are ranked by fastest kill first (ties broken by higher total damage), then by lowest remaining target HP% among configs that don't secure the kill. The cumulative damage chart marks the round each config's line empties the target's HP pool.
Ship Skills & Ability Editor: Each ship has three skill slots — Active, Charged, and Passive — that you configure through per-skill ability editor modals. When you select a ship, its abilities are auto-filled from the skill text with all components: base damage, secondary damage, conditional scaling, charge gain, DoTs, DoT extensions, DoT detonations, accumulate-and-detonate debuffs (e.g. Echoing Burst), and buffs/debuffs. All fields are fully editable. Re-selecting a different ship into a slot rebuilds that ship's abilities from its skill text, replacing any manual edits.
When you select a ship, the calculator automatically populates skill damage multipliers from your ship's skill data. The "Start Charged" checkbox is also automatically enabled if your selected ship's skill has the Start Charged property.
Skill Damage Multipliers: If your ship has skills that deal damage based on specific stats (e.g., ATTACK, DEFENCE, HACKING), those multipliers are auto-filled.
Secondary Stat-Based Damage: Ships like Chakara ("+80% of Defense") and Lodolite ("+10% of max HP") deal extra damage equal to a percentage of their Defense or max HP stat. Malvex, Quixilver, and FrontLine instead scale off their own current Shield pool at the moment they attack — zero if they haven't gained any Shield yet. This is auto-detected from the skill text and shown as an editable field in each skill row. The secondary damage is added to the base hit before crit and defense reduction, and scales with Defense Up / HP buffs (or, for the Shield basis, with the ship's live Shield pool).
Shield Strip: APEX, Laika, and Malvex remove a percentage of the target's current Shield on cast (e.g. "removes 30% of the enemy Shield"), separate from Lodolite's legendary refit that fully strips a purged enemy's Shield.
Conditional Scaling Damage: Some attackers gain bonus damage that scales with a count, such as "+20% per adjacent ally" or "+15% per debuff on the enemy". When the count derives from your buffs or the enemy's debuffs, it is tallied automatically each round; other conditions take a manual count. Auto-detected from skill text and editable per skill row.
Condition Thresholds: Effects gated on a count — "if the target has 3 or more debuffs", "if this unit has no debuffs" — fire only when the count actually meets the threshold, rather than on the first buff or debuff. Auto-detected from skill text and editable per condition (at least / at most / exactly N). Self buff and enemy debuff counts are tallied from sim state; enemy buff and self debuff counts default to zero under the single-target DPS assumptions.
Random Rolls: Crits, debuff and DoT landing (hacking against security), and chance-based DoT extensions are each rolled at their stated rate every time the calculator runs, so two runs of the same setup can differ a little. A 70% crit rate crits about 70% of the time over a long fight, with natural variance round to round. Rounds where a crit lands show a Crit badge in the chart tooltip. Attacks marked "cannot critically hit" never crit and consume no crit chance.
Hard Condition Gates: Conditions on damage, additional stat-based damage, DoTs, DoT detonations, and accumulate-and-detonate abilities now gate — if the condition is not met in a given round, that component contributes nothing. "Below X% HP" and scaling conditions that require a non-zero count also gate strictly: damage gated on "per enemy debuff" deals nothing when the enemy has zero debuffs that round.
Derived Enemy HP: Enemy HP percentage declines as cumulative damage accumulates against the configured enemy HP pool, so execute-style "below X% HP" gates switch on mid-fight at the correct round rather than always passing or always failing. Since the target is destructible, reaching 0% HP ends the simulation on that round instead of continuing on to the full configured window.
Enemy-Applied Stat Debuffs: Debuffs that reduce crit rate, crit power, speed, hacking or security now take effect when the opposing side inflicts them, not only when a ship debuffs itself. Previously these five families landed and displayed correctly but changed nothing at all. So an enemy Speed Down really does push your ship later in the turn order, a Crit Rate Down really does stop a ship critting (except a ship whose attacks always critically hit, such as Tormenter, which crits every attack even at an affinity disadvantage), and Hacking/Security Down really do move how often debuffs land. Where a ship carries its own instance of the same debuff family, the stronger one wins — the two never add together.
Ability Execution Order: Abilities within a skill are executed in the same order they appear in the skill text, matching the game. This means a DoT inflicted early in a skill can satisfy a later ability's "enemy has a debuff" condition in the same round. You can reorder abilities with the up/down buttons in the skill editor.
"Most Buffs" / "Highest Attack" Targeting: Effects that pick an enemy by a fleet-wide rule — Rhodium and Lodolite purge the most-buffed enemy, Selenite debuffs the highest-attack one, Chakara hits the fastest — only ever consider living ships. A destroyed ship keeps the buffs it died holding, so before this it could keep winning the "most buffs" count and the purge landed on the wreck. If every buffed enemy is dead, the effect simply does nothing. Note that Stealth does not hide a ship from these effects: it hides a ship from being chosen as an attack target, not from a fleet-wide search.
Targets Offered Per Effect Type: In the skill editor, the Target dropdown only offers targets that make sense for the effect type you picked — a Buff cannot be aimed at enemies, and a Damage or Debuff effect is not offered your own allies. Effects that genuinely work in both directions (Charge, Control — Taunt targets your own ship — and Extend Status) keep both sets. If you already saved an effect whose target is no longer offered, it stays visible and is marked as not valid for that effect type, so nothing is silently rewritten.
Charge Manipulation: Ships that add charges to their own Charged Skill each round (e.g. "+1 charge if you crit") make the charged skill fire sooner. These self-gain conditions are auto-detected from skill text and tallied automatically each round from sim state (crits, enemy debuffs, active self buffs); you can also set a manual trigger count per condition. The Ally charges / round field models supporter ships that feed charges to the attacker. The Enemy Type selector enables type-conditional charge gains (e.g. gains that only trigger against a Defender). The simulation summary shows a "Charged skill fires: every N rounds" line reflecting the effective cadence.
Start Charged: Some ships have skills that begin combat already charged. When detected from your ship's skill data, this checkbox will be pre-checked, and the damage from your charged skill is included in round 1 of the simulation.
Attacker Buffs: Search and select buffs from the game's full buff list to apply to the attacking ship. Attack, Crit Rate, Crit Power, and Outgoing Direct Damage buffs feed into the existing stat multipliers. Defense Penetration buffs are added on top of the ship's own penetration stat. Buffs with no DPS effect (e.g. Speed, Hacking) are shown greyed out and have no impact on the simulation. Stackable buffs include a stack counter.
Enemy Buffs / Debuffs: Select buffs or debuffs that affect the enemy — for example Defense Down (reduces enemy defense before penetration is applied) or Incoming Direct Damage Up (multiplies all direct hits the enemy receives). Out. DoT modifiers (yours) and Inc. DoT modifiers (the enemy's) are separate multipliers on corrosion and inferno damage, so +20% of each gives ×1.44. DoTs, bombs and detonations get no affinity bonus. These are debuffs your side puts on the enemy: the enemy never lands them on your ship, and they never boost its attacks or counter-attacks on you.
Buffs and debuffs only apply during the rounds they are actually active — timed buffs expire after their duration and charged-skill buffs only appear in rounds where the charge fires. Hover a round bar on the damage chart to see which buffs and debuffs are active that round and how many turns remain.
Turn Order: Each simulated round, every ship acts once in descending Speed order — higher Speed acts first. On a Speed tie the ship higher on the board acts first (top row, then middle, then bottom, and the lower column number within a row), and when two ships on opposite sides are tied in position too, your ship acts first. The enemy acts last by default (enemy default speed 50). A faster support applies its buffs before your attacker fires; a slower one starts benefiting you the following round. Set each ship's Speed in Combat Settings and on the attacker's stats panel. Debuffs that land now persist their full duration without re-rolling each round. Charged skills without direct damage (pure utility) still fire on their normal cadence and apply their effects. Speed Up buffs make a ship act earlier in the round and Speed Down buffs push it later — the turn order updates mid-round as speed changes take effect, so a buff that fires on one ship's turn is already reflected in the order for ships that have not yet acted. Ships with conditional extra actions re-enter the turn queue at their current Speed, including any live Speed buffs or debuffs. End-of-round extra actions (such as Harvester's on-ally-destroyed passive) drain after every other ship has acted, regardless of Speed. Start-of-combat, start-of-round and end-of-round effects resolve in the same turn order, across both teams. Start-of-combat effects, such as the Cloaking set's Stealth, land before any start-of-round effect.
Reactive Triggers: Skill effects that react to combat events — crit-triggered debuff inflictions, charge gains on inflicting a debuff, start-of-round self-buffs, reactions when an ally lands a DoT with a critical hit (e.g. Crocus inflicting Corrosion), and reactions when an enemy uses its charged skill (e.g. Curator purging that enemy's buffs, FrontLine counter-attacking for damage and a shield once per round) — now fire from real combat events rather than being approximated as always-on conditions. The Trigger field in each ability's editor controls which event activates it. Triggers the simulator cannot derive (when attacked, ally destroyed, etc.) are treated as assume-active, preserving the existing manual-condition behavior. A reaction's own wording decides which debuffs it sees: one that says "inflicts a debuff" reacts only to inflicted debuffs, and one that says "applying a debuff" only to applied ones, such as Provoke, Concentrate Fire or the Burner set's Inferno (applied to every primary target of the attack). Every debuff an implant lands counts as applied, whatever the implant's text says.
Clause Order: A skill's effects resolve in the order its text lists them. A debuff or buff written after the damage ("deals 300% damage. After targeting a defender, gains Crit Power Up II") lands after that hit, so it only affects later hits. Works for both teams and in the DPS calculator.
Clause Order in Battles: Steals, cleanses and purges follow the same order: a buff Thresh steals before his damage boosts that hit, Sustainer cleanses his debuffs before he hits, and Sefuba's "deals 160% damage and purges 1 buff" hits through the buff before removing it. A Stasis Tygr inflicts before his damage counts for his own "more damage to enemies with Stasis" on that hit. Works for both teams.
Crit-Gated Effects: In a battle, a healing simulation and the DPS calculator, an effect that says "if a critical hit occurs" or "if this critically hits" fires only when the hit really crits, and a buff it grants lands after that hit, so it only boosts later ones. On an area skill a crit against any enemy hit counts, so Lev's charged skill extends every hit enemy's debuffs and grants Crit Power Up II. Effects tied to one enemy's crit, such as Wisteria's Inferno, read that enemy's own crit. Asphodel adds one charge for each skill that crits, normal or charged, so an area hit that crits two enemies adds one. The charge comes after a charged skill resets her. "When an ally critically hits" (Sentinel, Hermes, Howler) also counts an ally's critting passive damage, such as Chakara's round-start hit or a counter-attack.
Stacking Reactions: A passive that grants recurring stacks of a buff each time something happens, such as Nuqtu's Core Charge, adds them every time and keeps them up to the buff's cap. Nuqtu gains one stack of Core Charge I for every enemy skill action that grants a buff, however many buffs or ships it covers: an active or charged skill, one firing of a reaction, or one turn of a passive such as Ravager's Overload. Four such actions before his turn give +16% damage, and the stacks carry into later rounds until he holds 10. Works for both teams.
Debuff Extension: Skills that extend debuffs or damage-over-time effects (Lev, Asphyxiator, Provider, Valerian, Wisteria) skip any enemy with affinity advantage over the caster, the same rule charge removal follows. Works for both teams.
Exposed: Each stack adds 100% to the next direct hit the holder takes; a hit reads every stack and spends one. Stacks not consumed by a hit are removed at the end of the round, not at the end of the holder's turn, so Amartya's Exposed on a taunting defender amplifies the hits that follow its taunt. Works for both teams.
Taunt and Protection: When several enemy ships hold Taunt, the attacker picks among them by its normal targeting order: its own row first, then the next rows, front to back. Two protectors at the same speed soak in board position order, top row first. Lionheart's start-of-round Protection refills him to 10 stacks, so a stolen stack is restored the next round. Works for both teams.
Own-HP Conditions: A passive that depends on the ship's own HP reads that ship's live HP wherever it is placed, on either team: Cobalt gains its charge and Out. Damage Up II only at full HP (as does his charged skill's extra damage equal to 30% of his max HP), and Makoli repairs only when hit below 40% HP. A reaction to a hit reads that HP once, at the hit: Makoli's 20% repair does not lift her above 40% before her Disable half is judged, so both halves fire.
Buff Steal: Skills that "steal a buff from the target" (Pallas, Thresh, Tithonus) are now modeled as a dedicated Buff Steal ability in the editor. In a positioned battle the caster removes the newest buff from its target and takes it for itself, keeping that buff's remaining duration. On a skill that hits several enemies it steals from each enemy it hits. Protection is stealable too, but only ONE STACK at a time and only once the target has no ordinary buff left to take — the thief then genuinely protects its own allies with that stack. Tithonus' charged skill also grants the stolen buff to every adjacent ally, and steals before its own purge resolves, so it takes the newest buff before the purge strips the rest. Meatshield's charged skill is a different shape: it steals Protection back until he is at 3 stacks, taking only the shortfall and leaving the rest. His skill targets himself, so it looks across the board for a holder — when several enemies hold Protection it picks the one furthest to the top and back, the same board ordering that breaks a speed tie, and the whole shortfall comes from that one ship. Works for both teams. In the single-target DPS calculator there is no target holding buffs to steal, so the ability is inert and does not change DPS.
Shields: Shields build an untimed absorption pool on the holder, capped at its max HP, that soaks incoming damage before HP is touched and does not expire on its own. Ships that grant shields to allies protect every targeted ally. Shield penetration lets an attack punch through a portion of the shield: that percentage of a direct hit bypasses the pool and lands straight on HP, while the rest drains the shield first. Damage-over-time effects (Inferno and Corrosion) bypass shields entirely and always hit HP, and bombs drain the shield in full. A live shield also powers shield-conditional effects such as the Arcane Siege implant. The per-round ship overview shows each ship's shield granted, absorbed, and current shield pool for the round.
Enemy Adjacency: Some skills splash their effect onto enemies adjacent to the target on the board, either including the targeted enemy (e.g. Asphyxiator's active Inferno) or hitting only its neighbours (e.g. Vindicator's Provoke and Out. Damage Down, Meiying's Stasis). Demolisher's passive also detonates a splash equal to 100% of the exploded Bomb's damage onto the bombed enemy's neighbours, ignoring Defense and unable to critically hit. A Bomb's detonation and this splash resolve before any other reaction to the hit that set it off, on either side: the splash lands before the struck ship's own “when directly damaged” reaction or an ally's on-crit follow-up. A Bomb that explodes at its holder's turn start, and the reactions to it, resolve before the holder acts: Demolisher takes 2 charges from Akula first, so Akula uses her normal skill instead of a charged skill that was ready. This resolves on the positioned board; in the single-target DPS calculator there are no neighbours, so it has no effect.
Per-enemy conditions: When a skill's debuff reaches several enemies, a condition about the enemy (its debuffs, HP, stats, whether it was repaired this round, or its role) is checked against each enemy separately. A role condition such as Gallant's “if the target is a defender” reads the enemy ship's own role; the Enemy Type selector only answers in the DPS calculator, where the enemy has no ship. Role damage bonuses work the same way: an area hit from Gallant, IonScorp, Meiying, Zeolite or Lodolite deals its bonus only to the struck enemies of the named role, and Zeolite's passive purges a buff from each struck defender. Amartya's Defense Shred and Exposed land only on a repaired or Taunt-gaining enemy that is itself a defender. A bonus that counts something on the enemy (its debuffs, buffs or neighbours, as with Ravager, Lev or Panguan) or checks its status (Wrecker's Inferno) is worked out for each struck enemy from what it carried before the hit. A passive that reacts to the ship's own hits (Bayah's and Bizon's debuffs) is checked the same way. A bonus the ship gains for itself when “the target” qualifies (Malvex's shield, Zosimos's and Nuqtu's charges, Anemone's Taunt, Tygr's extra action for hitting an enemy in Stasis) is gained once if any struck enemy qualifies, and so is a passive gain for hitting a debuffer or supporter (Anjian, Rys, Sha Xing, Shashou), judged by each struck enemy's own role (in the DPS calculator, the Enemy Type selection: Debuffer or Supporter matches, Any / Unknown does not). Selenite's charge for “any target” with Stealth counts only the enemies her skill hits, and Chakara's charge for “all damaged enemies” being faster needs every enemy her skill hits to be faster.
On-kill passives: A passive worded “upon destroying an enemy” or “when this Unit destroys an enemy” (Meiying, Gallant, Valiant) needs the ship's own kill: a direct hit or its own Bomb, not a teammate's hit or a damage-over-time tick. One worded “when an enemy is destroyed” (Liberator, Sokol) reacts to any enemy death. Paracelsus's “upon being destroyed by direct damage” needs a direct hit for both its damage and its Everliving Regeneration II.
Buff counts: Every stack of a buff counts as one buff. Butcher's “35% for each buff on the enemy” counts a Centurion holding 4 stacks of Core Charge I as 4 buffs; the same goes for Nuqtu's “3 or more buffs”, Rhodium, Valiant, Sustainer and Thresh, and for “the enemy with the most buffs”. A purge still removes the newest whole buff, all its stacks at once. Works for both teams.
Debuff counts: A condition that counts debuffs, on an enemy or on the ship itself (Sustainer's “if this Unit has no debuffs”, Meatshield's repair for each debuff on itself), counts every damage-over-time stack as a debuff: one “2 stacks of Corrosion” application is two debuffs. A count of damage-over-time effects (Anemone, Snakeroot) counts each stack too, but never a Bomb, which is a debuff and not a damage-over-time effect. Snakeroot's passive is its own 120% hit on an enemy for every 4th damage-over-time stack inflicted on that enemy during the fight, from any ship. Stacks that expire or are cleansed still count, and resisted stacks do not. Each stack also rolls its own landing: Snakeroot's 2 stacks can land 0, 1 or 2, and every stack that fails is its own resist. The same goes for Amartya's 2 stacks of Defense Shred or Exposed, and each of her stacks that lands counts as its own infliction. A reaction to a debuff being inflicted (Oleander's charge, Provider's hit, Lingshe's Stealth, Hayyan's repair, the Firewall implant's chance) fires once per stack that lands, within its own once-per-cast or once-per-round limits. Firewall's Block Debuff works the moment it procs: if Curator's Attack Down III procs it, the same skill's Crit Power Down III is blocked and rolls nothing. The same goes for damage-over-time stacks: a proc on Snakeroot's first Corrosion I stack blocks her second. APEX's 3% shield fires at most once per skill cast, whoever cast it: her active landing two debuffs, plus the debuffs Provider answers them with, gives one shield; an enemy's attack that wakes Warden's debuffs gives one more. Her Block Shield, and Xcellence's strike when an enemy resists a debuff, fire at most once per enemy per skill cast: Curator hitting three enemies who each resist both its debuffs gives one Xcellence strike on each. Reactions to a critical DoT (Crocus, Wisteria) still fire once per application; Wisteria's answers a critical Corrosion only. Belladonna rolls her conversion once per new Corrosion stack and converts only that stack: Corrosion the enemy already holds is never converted by a later infliction. Hemlock's Toxic Overflow spread inflicts its Corrosion I as Hemlock: each neighbour rolls its own resist, every reaction to an inflicted debuff or Corrosion hears a landed one, and her repair counts only the enemies it landed on. The spreads that land at one round's end count as one event: Hemlock and Oleander gain one charge for them together, however many enemies spread or neighbours they reach. Anemone's repair when an enemy takes damage-over-time damage fires once per stack that ticks: 3 Corrosion stacks and 1 Inferno give four repairs. A cleanse removes stacks the same way: “cleanses 1 debuff” on 2 Corrosion stacks leaves 1. The most recently inflicted debuff goes first, named debuff or damage-over-time stack alike (stacks inflicted together share one time); Acidic Decay cannot be cleansed. Defense Shred is cleansed one stack at a time: 3 stacks, “cleanses 1 debuff”, 2 stacks left. Each stack of a debuff that stacks rather than refreshing counts as one debuff: 3 Defense Shred stacks meet Crocus's “3 or more debuffs”, and so do Amartya's 2 Exposed stacks plus Crocus's own Corrosion. Cheat Death wipes Defense Shred like any other debuff. Every DoT stack, Bomb and Echoing Burst is a debuff too: debuff extensions such as Lev's, cleanses, duration cuts, debuff counts and Cheat Death all treat them that way, except that Nyxen's damage-over-time cleanse skips them. A Bomb or Echoing Burst is not a damage-over-time effect, so Provider's extension of damage-over-time debuffs leaves them alone and Crocus never answers an ally's critical Bomb; an Echoing Burst is a Bomb-type debuff. A Bomb or Echoing Burst removed by a cleanse or Cheat Death never detonates, but one whose duration a cut drives to 0 detonates at once. Nyxen's Bomb cleanse takes Bombs and Echoing Burst; her damage-over-time cleanse takes only Corrosion, Inferno and other DoTs, never a Bomb or Echoing Burst; both take the newest first. Heliodor's and Pestilence's cut to the duration of all debuffs shortens every DoT, Bomb and Echoing Burst too; a DoT cut to 0 turns ends without ticking again, and an Echoing Burst cut to 0 bursts everything it has gathered up to the cut. An Echoing Burst gathers only the direct damage dealt to the ship it is on, from the moment it is applied until it bursts; damage to other enemies never counts. Valkyrie's own hit that applies it lands first and is not gathered, and neither is Demolisher's Bomb splash. A counter-attack's hit on its ship is gathered; a hit Protection redirects counts for neither the ship nor its protector. Bombs and Echoing Bursts that go off together, from one cut or expiring on the same turn, detonate in the order they were applied; if the first triggers Cheat Death, the rest are wiped and never detonate. If the first destroys the ship instead, the rest still detonate, and every Bomb on a destroyed ship splashes its neighbours once, including Bombs a skill detonated in the lethal blow. Each Inferno stack is sized on its applier's attack when it was applied, whoever ticks or detonates it. A detonation is cut by the victim's own damage-over-time reductions (Voron, Vortex Veil) and raised by Wildfire's Scorching Radiation bonus exactly as a tick is, and Inc. DoT Damage Up increases the damage dealt by each tick of a hit converted into a damage-over-time effect. Cheat Death never expires on a timer: it stays until a lethal hit uses it. Reactions to an enemy cleansing a debuff (Pestilence, Larkspur, Grif, Arum, Yarrow) also hear the cleanses an enemy's passive performs (Nuqtu, Purifier, AEGIS, Hermes, Howler), but not a duration cut; a cleanse that such a reaction provoked triggers them again. Pestilence's Corrosion lands on the enemy that cleansed. A count written after an infliction in the same skill includes what that skill landed, enemy by enemy: Crocus's Corrosion II counts toward her own “3 or more debuffs” Stasis (Asphyxiator's and Anemone's gates likewise), and a resisted one does not. A passive reacting to the hit (Bayah) counts only the debuffs from before the skill. APEX's passive shield arrives as the skill's first debuff lands, so her charged skill's “If this Unit has an active shield” Disable lands once an earlier debuff in it has landed. Likewise Belladonna's charged Corrosion II, if her passive converts it to Acidic Decay as it lands, counts toward that skill's “3 or more Acidic Decay” Stasis.
Team Ships: Pick a ship into any of the four team slots and its real skills are parsed and simulated — the same full ability editor as the attacker opens on each team card, with combat stats (attack, crit rate, crit damage, defense penetration, hacking, defense, HP) and an affinity selector auto-filled from the ship's data and fully editable. Team ships deal real damage, and the round chart reports it as Team round total — the whole side's output for that round, this ship plus every ally, with the allies' own share broken out beside it. The side total is the number to compare when you swap the attacker: a different attacker buffs its allies differently and feeds their reactions differently, so it changes what the rest of the team puts out, and neither figure alone shows that. Team damage reduces the enemy's HP (so HP-threshold gates fire at the right round) and is never added to the attacker's own DPS totals, so the per-config DPS comparison stays a clean measure of the attacker. Team ships apply their own DoTs and debuffs on their actual turns using their own stats and affinity, fire their own reactive triggers (crit-triggered effects, charge-on-inflict, start-of-round buffs), and grant ally-wide buffs and charge gains to the whole team — including the attacker. The buff and debuff pickers on team cards are manual extras only, for effects not covered by the ship's parsed skills. Exposed, Toxic Overflow, and Hit Mitigation can't be applied this way — they are one-shot statuses consumed by a single hit or round, and a hand-picked status carries no turn count for that to spend, so picking one manually has no effect; they apply in full only when a ship's own skill grants them. On the round chart, the attacker keeps its solid cumulative line and a dashed "with team" line shows the side's running total; because the enemy dies on that total, the kill mark sits on the dashed line at the round it empties the HP pool.
Area skills: A skill whose pattern hits several enemies lands its debuffs on every enemy it hits — Stasis, Provoke, Disable and Concentrate Fire included — and its shield removal strips each of them, even where the text says “the primary target”. Each enemy rolls its own resist, including against Lingshe's Bomb countdown cut. Reactions follow suit: Defiant gains a shield and Warden lands its extra debuff once per enemy, and Laika gains a shield per enemy stripped; Hemlock gains one charge per skill cast however many enemies it debuffs. A Stasis the skill lands is not shortened by that same hit. Damage over time (Corrosion, Inferno) and Bombs spread the same way: every enemy hit gets its own stacks, none of them scaled by affinity. Crits are per enemy too: Wisteria's crit Inferno and Valerian's crit extension land only on the enemies the hit critted, and Crucialis's extra damage on a critical hit is added only to the enemies she critted.
Stasis: Every direct hit on a ship in Stasis takes one turn off it as it lands, whoever lands it. Two hits before its turn free a ship from a 2-turn Stasis, and it acts that same round. Damage over time and Bombs do not shorten Stasis, and neither do ships whose attacks “do not reduce Stasis”, such as Akula. A stasised ship does not react to a hit that lands while it is in Stasis, even the hit that frees it, but does react to a later hit once the Stasis is gone, even a follow-up hit within the same exchange. A skill that deals damage and then inflicts Stasis (Razi's charged) draws no reaction to its own hit, because the Stasis is on by the time the reaction would resolve.
Statuses landed by a reaction: A buff or debuff that lands on a ship during its own turn does not tick down at the end of that turn. Iridium's 1-turn Speed Down on the ship that just hit him still slows its next turn, Guardian's Provoke drags the critting enemy's next attack onto him, and Flamel's 2-turn Stasis costs its attacker the next two turns unless a hit shortens it. A Stasis works the moment it lands: the ship takes no further reactions that turn.
Passive damage is direct damage: A hit from a passive (Chakara's round-start hit, Grif, Provider, Sentinel and the like) and a counter-attack are direct hits like any skill hit. They wake “when directly damaged” passives, shorten Stasis, are redirected by Protection, use the attacker's shield penetration and spend Exposed. They also feed damage-taken shields: Malvex shields off a counter-attack or round-start hit aimed at him, and Quixilver off any hit that breaks through her shield. A counter-attack sets off another counter-attack only when that one is a “primary target” counter like Stalwart's. Damage over time and Bomb explosions are not direct hits.
How reflect is sized: A reflect returns a share of the hit the attacker threw (their attack times the skill's percentage), boosted by the reflecting ship's own Outgoing Damage Up, then reduced by the attacker's Defense and damage reductions. The attacker's attack as its buffs and debuffs leave it counts (Attack Up II raises the reflect by 30%), and so does the affinity matchup between the two ships, Affinity Overrides included as on a counter-attack: the reflecting ship's Offensive Override and the attacker's Defensive Override both apply. Critical hits and the attacker's own Outgoing Damage Up do not change it. A shield that absorbs the hit does not stop the reflect, but a hit that is blocked or nullified by a Barrier reflects nothing.
Reflects and Protection: Nosorog's reflect is direct damage to the attacker and lands like a counter-attack: Warden hitting Nosorog takes the reflect, then inflicts Corrosion on him and repairs, and every counter-attacker (Stalwart, Centurion, Nyxen) answers it. Like any direct hit, the reflect is redirected by the attacker's protector's Protection, uses Nosorog's shield penetration, and is boosted by and spends the attacker's Exposed, and spends a Titanite Plating stack. A stealthed attacker takes it reduced by its stealth-conditional damage reductions (Voidshade, Wusheng), as it does a counter-attack. It is damage Nosorog dealt, so his own damage-dealt leech (the Leech set) repairs off it, as it does off a counter-attack. The Reflect gear set's bounce also fires on splash hits, not only on a hit aimed at the wearer. In every other respect it works the same way: the same reactions answer it (Warden, Isha, every counter-attacker), the attacker's Inc. Damage Up and Down, Defense Down and Exposed change it, Protection redirects it, it uses the wearer's defence penetration and shield penetration against the attacker's Defense, it spends Exposed and Titanite Plating, and the wearer's Leech set repairs off it. A ship with both reflects a hit aimed at it twice, one bounce per source; a splash hit bounces only the set's reflect. A hit that Protection moves entirely onto the protector (Lionheart's 10 stacks) is not direct damage to the ship it was aimed at: that ship does not counter or react, and its Stasis does not drop, but the skill's debuffs and other effects still land on it. When only part of the hit is moved (Meatshield's 30%), the share it keeps is still direct damage.
“As a primary target” reactions: A “when directly damaged as a primary target” passive (Stalwart, Nosorog, Malvex) fires at most once per incoming attack, counting every reaction that attack sets off. The first aimed hit uses it up — the attack itself, a counter-attack, or a passive hit such as Sentinel's or Provider's. An area attack's hit on a ship it was not aimed at does not count, but an attack that hits the whole enemy side (Curator's active) has every enemy it strikes as a primary target, so each of them reacts once. Each attack of a multi-attack skill (Enforcer) brings its own, and each hit's primary target is the enemy it is actually aimed at, even after a kill re-aims it. Ripper crits Stalwart, Stalwart counters Ripper, and Sentinel's follow-up hit draws no second counter. Plain “when directly damaged” passives (Isha, Opal) fire on every hit.
Chained reactions: A reaction can set off further reactions, on either team, but a passive never reacts to something its own earlier reaction set off. Hit an enemy Purifier and his passive cleanses 2 debuffs; that wakes Grif, whose hit does not make Purifier's passive cleanse again. On Purifier's own turn his skill cleanses, Grif hits him, and his passive does cleanse, because that chain started with his skill. A passive still reacts once to each separate event: Provider hits twice when APEX lands two debuffs. Reactions to the same event resolve in turn order across both teams, fastest ship first, and a reaction set off by another reaction resolves after it, within the same turn.
Dying ships: Every reaction triggers before a ship dies. A ship destroyed by a hit still fires its own reactions to that hit: Warden still inflicts Corrosion I on the attacker, Stalwart still counters, Heliodor still repairs her allies. A repair cannot bring the destroyed ship itself back. A debuff the killing hit lands on the dying ship still lands (Enforcer's crit Defense Shred), but no other ship reacts to it: Provider stays silent until the next hit strikes a living enemy.
Purges: A purge on a skill that hits several enemies strips buffs from every enemy it hits, not just the main target. Tithonus gains another action each time one of his skills purges four or more buffs in total, so he can chain them; the simulator stops a chain after 20 extra actions in one round.
Charge removal: A skill that removes charges from the enemy's charged skill (Opal, Provider, Sefuba) drains every enemy it hits and no one outside its pattern. Zosimos's passive drains only the enemy that performed the repair, and Demolisher's only the enemy its Bomb exploded on.
Multi-Hit Crits and Extra Actions: Multi-hit skills (e.g. "attacks three times") crit-check each hit individually — on-crit follow-up effects (such as crit-triggered debuffs) fire once per critting hit. Every reaction to one hit resolves before the next hit lands: Enforcer's crit Defense Shred from his first hit is already on the target for his second, and Stalwart's counter to the first hit lands before the second. If a counter destroys the attacker, its remaining hits never happen. Each hit also counts as its own action for every “once per skill” limit: each of Enforcer's critting hits lands a Shred, and Provider, APEX, Hayyan, Oleander, Xcellence and Insidiousness answer every one. Ships with "extra action" passives (Nuqtu, Sustainer, Liberator, Tygr, Tormenter) take a full additional turn each round, re-entering the turn queue at their Speed position. An extra action is a turn, so a stack gained "every turn" (Sokol's and Lev's Blast, Butcher's Overload, Nemesis's Warding Screen) is gained again on it. When an extra turn occurs, the round tooltip shows a +N extra turn line beneath the charge counter.
Defense Calculator
Runs the real combat engine over each ship's own parsed skills, rather than the older static formula alone. Each card stacks three figures — rounds survived, damage absorbed, and the old static estimate (now Theoretical EHP) — so you can see where the measurement and the estimate agree and where they don't.
Enemy Team, Team & Rounds: The page has three separate collapsible cards. Enemy Team is where you build the group bombarding the ship — real ships (their parsed skills fire for real) or quick manual attack/defense lines. Team is its own card, for healers and protectors on the ship's own side. Combat Settings holds only the length of the fight (1–50 rounds) and the buffs shared by every configuration. All three apply to every ship you are comparing, so swapping in a different build tests it against the exact same pressure.
Rounds survived is the first headline number: how long the ship lasted, and whether it was destroyed or was still standing when the window ran out.
Damage absorbed: everything thrown at the ship across the window, summed across every channel — direct hits, damage over time, bombs, detonations and reflected damage — measured BEFORE the ship reduced any of it. Every reduction the ship itself applies is deliberately left out: Defense mitigation, its own Inc. Damage Down, squad-leader incoming protections, gear-sourced damage reduction, the Vortex Veil damage-over-time reduction, block procs, and the reduction the ship applies to reflected damage coming back at it. Shields and Barrier still count, because those pools eat damage that arrived rather than reducing what was thrown — and so does Shield Converter, which turns a hit into shield rather than shrinking it. So a defensive ability on the ship itself never lowers this number through its own damage reduction, and it raises the number whenever it buys the ship another round.
Two things that ability will not do, though: it will not raise the figure if the ship already survived the whole window (nothing was killing it either way), nor if the ship still dies to the very same incoming hit as before. The figure grows one whole hit at a time — see below for why that is not the same as one whole round.
Debuffing the attacker DOES lower it: an Attack Down or Out. Damage Down your ship puts on the enemy shooting at it now shrinks what that enemy throws, so less is thrown and the figure falls. Measured on a four-round window against one 10,000-attack enemy: 40,000 absorbed with no debuff, 30,000 with your Attack Down at −25%, 20,000 at −50%, and 4,000 at −90%. Out. Damage Down behaves the same way, and an Out. Damage UP on the enemy pushes the figure the other way, to 60,000. This is a change: for one release the engine honoured only the attacker's OWN outgoing modifiers and silently ignored yours, so every ship that lands one of these on its attacker read as less durable than it actually plays. Seventeen ships inflict an Attack Down or an Out. Damage Down somewhere in their kit, and five of them do it from a passive rather than from a skill you fire — Arum, Bayah, Opal, Shepherd and Warden. Only the refit-active passive applies, so Opal, Shepherd and Arum inflict theirs on either of their first two passives, while Bayah's and Warden's need the second passive active.
One limit worth knowing: this reaches the ordinary attacks an enemy makes on its turn, which is the overwhelming majority of what it throws. It does not yet reach counter-attacks or reactive procs — those take a different route through the engine and still ignore a suppressed attacker. So a debuffed enemy that counters, or that fires a “when this happens” passive, hits at full strength for now. Other kinds of buff and debuff you apply to an enemy are also still added rather than tier-shadowed across the two sides. Both are tracked as follow-up work.
Two of the same debuff do not add up. If the enemy is already under an Attack Down and you land another, the STRONGER one applies on its own — it does not stack with the weaker. An enemy carrying a −15% Attack Down I that you hit with a −45% Attack Down III throws at −45%, not −60%, and that holds whichever side applied the stronger one — if the enemy's own is the stronger, yours is the one that is shadowed. This is the general rule for buffs and debuffs, not something specific to this page: only damage over time and bombs stack, plus each Repair Over Time and Power Infused Nanobots grant, which is kept as its own copy. Two DIFFERENT debuffs still combine: an Attack Down and an Out. Damage Down on the same enemy both apply.
There is also an exception on the ALLY side rather than the ship's own: damage an ally soaks through Protection is counted against that ALLY, not against this ship, so adding a protector lowers the figure shown here (a 30% redirect over the same four rounds takes 40,000 down to 28,000). The slice is not lost — it is simply booked on the ship that actually ate it, which is only visible on that ship's own card.
The figure moves in whole HITS, not whole rounds. It only grows when the ship survives one more incoming hit, never by the sliver a reduction shaves off each one. Against a single attacker that is the same thing as a round — the round is one hit — so two such ships that die on the same round do show the same figure even if one is tankier. Against several attackers it is finer than a round. A round is several hits, and a reduction can carry the ship past the first attacker's hit so that it also eats the second before dying; the fight ends with the turn that destroys the ship, so the frailer one never sees that second hit at all. Measured on a 100,000 HP ship at 5,000 Defense under two 40,000-attack enemies: it dies on round 4 having absorbed 280,000, and with Defense Up II it still dies on round 4 but absorbs 320,000 — one extra hit, same round of death. Deliver that identical pressure with one 80,000-attack enemy instead and both read 320,000. That is why rounds survived sits above it: the two together tell you whether a change bought a whole round or just one more hit.
On a ship that SURVIVES, this number describes the attackers, not the ship. Nothing killed it, so the figure is simply everything the enemy team managed to throw in the window — and two survivors that both last the FULL window under the same enemies report the same total however differently tanky they are, provided neither of them kills an attacker. Read as a comparison, that tie means nothing. Its own OFFENCE is the one thing that does separate two survivors, and it separates them DOWNWARDS — the harder-hitting ship is thrown less. That happens two ways. It can end the fight: wipe the enemy team on round 6 of a 20-round window and the run stops there, so 14 rounds of fire are never thrown. Or it can just thin the volley while still standing for the whole window: measured against two 5,000-attack enemies over six rounds, a ship with no attack absorbed 60,000, one that killed a single attacker part-way through absorbed 40,000, and one that killed it sooner absorbed 30,000 — all three survived all six rounds. The fix either way is to raise enemy attack, add attackers, or extend the rounds until the ships actually die; only then does the figure measure the ship. For a survivor it is a lower bound on durability, never a limit.
Theoretical EHP is the third figure, and the old static one: an estimate computed from configured stats, not a live measurement. Incoming damage buffs add together, and reduction from anything other than defence is capped at 70% in total. No enemy ever fires at it round by round, and it cannot see shields, Barrier or self-repair. A kit buff whose own grant carries a condition is held back UNLESS this figure can tell, from what you have configured on this page, that the condition is actually satisfied. HP-based gates are checked against a ship at full health: Redeemer's first passive grants Defense Up II only once its own HP drops below 60%, so at full health this figure leaves that +30% Defense out — on a 100,000 HP ship at 5,000 Defense that is the difference between counting it (283,125) and holding it back (240,062). Roster-based gates are checked against the ally and enemy rosters on this page: Chakara's “lowest Speed among allies” counts as soon as no ally in your team roster is as slow or slower (an empty team roster counts too — Chakara is trivially the slowest ship on a team of one), and Asphyxiator/Bayah's “enemy has N+ debuffs” counts once your team roster is configured to land at least that many distinct debuffs on a configured enemy. Every gate is resolved ONCE against that configured state, not re-evaluated turn by turn — this is not a second combat simulation. A gate this figure genuinely cannot answer (Taunt/Provoke status, a live crit, an enemy type, and similar) still gets held back, exactly as before. When a config has one or more buffs held back this way, the card lists them under “Not counted (conditional)” by name and reason, e.g. “Defense Up II - below 60% HP”. A buff you add yourself through the buff picker is unaffected by any of this — it always counts, gate or no gate. Because roster-based gates now read your team and enemy setup, Theoretical EHP is no longer a pure hangar-stats number — changing the team roster or the enemy debuffs you have configured can move it even though nothing about the measured ship itself changed. Theoretical EHP is shown so you can compare, but where the two disagree the measured pair is the one that saw the real fight.
The breakdown (to hull, absorbed by shield, blocked by Barrier, converted to shield) sits below the two measured figures — after the “Compared to best” row and the survivor note where those are shown — and above Theoretical EHP. It describes what actually reached the ship after everything it does to shrink an incoming hit — Defense, its own Inc. Damage Down, gear reduction and block procs, not Defense alone. It is labelled with its own sub-total. Those rows are on a different axis from the headline and are not meant to add up to it.
Editing a ship's skills: each ship card has a Show Advanced section holding the same skill editor the DPS and Healing calculators use, so you can read the parsed abilities behind a ship's active, charged and passive skills and add or change them by hand. The Passive row appears whenever the ship has passive skill text, even when the parser read no abilities out of it — purely defensive and repair passives often parse to nothing, and those are exactly the ones worth entering manually on this page.
Charge Count and Start Charged also live in Show Advanced. Some ships have skills that begin combat already charged (Akula, Chimei, Los, Sansi, Valkyrie and Wusheng); when detected from the picked ship's skill data, Start Charged is pre-checked and its charged skill fires in round 1 of the simulation, the same as for the enemy roster, team roster and healer cards. Both fields are editable, so you can turn a detected charge off to see how the ship fares without its first-turn burst, or set a charge count by hand on a manually-configured card with no ship attached.
Which card gets highlighted: the “Best ship configuration” badge now goes to the highest damage absorbed, not the highest Theoretical EHP — so for the same inputs a different card can be marked best than before, and the “Compared to best” percentage beside it is measured on that same figure. When the measured figures tie — which they do whenever there is no enemy pressure at all, and whenever every configuration survives the whole window — the badge falls back to Theoretical EHP, so the zero-pressure page you first land on still ranks on the static estimate, the way it always did. Rounds survived is the last resort after that, not the first: damage absorbed already grows with rounds, so rounds only ever speak when it ties — and with no enemy configured they speak backwards, since the fight ends when a ship destroys the practice target, which makes the hardest hitter show the FEWEST rounds.
A Defense buff does not move the headline: Defense mitigation is excluded from damage absorbed by design, so raising Defense changes Rounds survived and the “Reached the ship” sub-total (and Theoretical EHP), and only moves damage absorbed insofar as the extra hits it survives — a whole extra round, or just one more attacker's hit on the round it dies — bring more incoming fire with them.
The ship fights back: the defender takes its own turns rather than standing still, so its self-buffs and self-repair fire for real, and a high-attack build that kills an attacker partway through the fight lowers its own incoming pressure for every round after that. That means a ship can out-measure another with a stronger defensive kit on paper simply by hitting back harder — an accepted, real consequence of measuring survivability with the actual engine instead of a static formula.
Healing Calculator
Calculate how much a supporter ship actually keeps a target alive. The Healing Calculator runs on the same combat engine as the DPS Calculator, including its random rolls (crits, debuff landing), so repeat runs of the same setup can differ a little round by round.
Parsed Heal / Shield / Cleanse Abilities: When you select a healer, its heal, shield, and cleanse abilities are auto-filled from the skill text and shown in the per-skill ability editor. Heals scale from the configured basis (the caster's max HP, Attack, or Defense, or the recipient's max HP) by the parsed percentage; shields and cleanse counts are editable too. Heal modifier, Outgoing Repair, and Incoming Repair all feed in as separate multipliers. Support ships that shorten debuff durations rather than removing them outright — Heliodor (reducing its own or all allies' active debuff durations by 1 turn when directly damaged) and Pestilence (reducing all allies' active debuff durations by 1 turn after it inflicts a debuff) — are modeled too: each affected debuff loses a turn (a debuff reduced to zero expires early), and the effect is tallied in the round's Cleanses count.
Heal Target & Enemy Team: Pick what the healer is keeping alive — the healer itself, another of your ships, or a manual stat line — then build an enemy team that bombards it each round. A ship with a damage ability hits the target; a support ship buffs the team. Enemies can be real ships (their charged skills produce realistic damage spikes, and they apply their real debuffs and damage-over-time effects to the target — which tick for damage each round — and buff themselves and their team with their own abilities) or quick manual attack/defense lines. Each enemy has an affinity selector matched against the target's affinity to scale their incoming damage. An enemy you pick from your ships also attacks with its own targeting and pattern, so an area attacker hits every cell its pattern covers rather than a single ship. A hover-gated round status panel beside the Healing Over Time chart shows, for the hovered round and grouped per healer config, the healer's own active buffs as well as which self-buffs are active on each enemy and which debuffs or DoTs they have landed on the target.
Board slots: the healer, the heal target, every team ship and every enemy picks the slot it fights from (column 4 is the front), which affects targeting patterns and adjacency. Two ships on your side cannot share a slot — choosing an occupied one swaps them. Separate healer configs may share a slot, since each is simulated on its own board. Ships you have not placed start on sensible defaults: the heal target is placed inside the healer's support pattern where one exists.
Heals follow the healer's pattern: a repair is aimed from the healer's own slot and covers exactly the cells its support pattern reaches, just as in game. An ally standing outside that pattern receives nothing — not a reduced amount, nothing at all — and a healer whose pattern only covers its own cell cannot heal anyone else from there. Because a silent zero looks like a broken calculator, the page raises a placement warning naming every ally that is currently out of reach, so move that ally onto a covered cell or move the healer. One cast can also cover several allies at once, which is why healing is reported per ally.
Skills that name the worst-hurt ally: a repair whose text names which ally it helps — Pallas, Volk and Valkyrie in the current roster — ignores the pattern and repairs the ally with the lowest share of health remaining wherever it stands. The caster is never that ally, so with no other ally alive the repair lands on nobody. An out-of-reach placement warning does not apply to these repairs.
Healing by ally: under the charts, a breakdown table lists effective healing and overheal for each ship a repair actually landed on, with the heal target marked as the primary row (it is the ship the summary and the charts follow). Ships are counted here by what they received, whereas the healer's own summary counts what it produced regardless of where it went — so the rows deliberately do not add up to the healer's total, and a row can even show healing on a round the healer itself produced none, because a team-mate's repair landed. An ally missing from the table received nothing. Shields and cleanses have no per-ally figure and stay on the healer's summary. Only your own ships are listed: an enemy that repairs itself off its own damage still does so in the fight, but it is never counted as healing for your team (neither here nor in Team Healing).
Enemies are real ships and can be destroyed: each enemy carries its own HP, Defense and Security, all editable (a ship you pick fills them from its stats). Its Defense decides how much damage your healer's attack actually does to it — which matters for skills that repair or shield for a share of the damage they deal — and its Security resists debuffs your side aims at it. Kill an enemy and it stops attacking for the rest of the run, so the incoming damage your healer has to out-heal drops as the fight goes on.
An empty enemy team measures pure output: you can remove every enemy. Nothing then shoots back, so your heal target stays at full health and every point of repair is counted as overheal — which is exactly how to read a healer's ceiling without survival getting in the way. Your healer's own numbers do not change when you do this: the calculator stands in a practice target carrying the same HP, Defense and Security a freshly added enemy card has, just with no attack and no skills. Because its Defense is real, skills that repair or shield for a share of the damage they deal keep measuring against the same basis they would against a default enemy, so emptying the team changes only the damage coming at you. The practice target can still be destroyed, just like a real enemy at those stats.
Enemy Hacking & Heal-Target Security: Each enemy has a Hacking stat, and the heal target has a Security stat. An enemy's debuffs — both timed effects and damage-over-time — land based on its Hacking versus the target's Security: the higher the enemy's Hacking over the target's Security, the more reliably its debuffs stick (and high enough Security can shrug them off entirely). The exact landing chance is (enemy Hacking − target Security), clamped to a 0–100% range. Affinity moves the Hacking side of that comparison before it is made: an enemy at an affinity advantage over the heal target rolls with 25% more Hacking, and one at a disadvantage with 25% less. Defaults: a freshly added manual enemy starts at 200 Hacking (picking an enemy ship fills Hacking from the ship's stats), and the target's Security defaults to 0 — so debuffs land at full chance until you raise the target's Security.
Effective Healing vs Overheal: Each round the simulation tracks the target's HP and applies incoming damage and healing in turn order. Healing that would push the target above its max HP is counted as overheal, so you see the difference between raw healing output and the healing that actually mattered.
Shields and Heal-Over-Time: Shields build an absorption pool on the target (capped at its max HP) that soaks incoming damage before HP is touched, and does not expire. Repair Over Time effects tick at the holder's turn, repairing a percentage of the holder's own max HP per stack. Every Repair Over Time and Power Infused Nanobots grant is its own copy with its own timer, so overlapping grants all tick or apply. Crit heals resolve on their own crit rolls, separate from any damage crits.
Damage-Based Sustain: Some ships repair or gain shields based on a percentage of the damage they deal — lifesteal-style sustain (including, for some ships, from damage-over-time ticks such as Corrosion and Inferno) and burst-triggered heals — or based on the damage they take, like shield-on-hit. These are now simulated in the Healing Calculator too, applied as the damage is dealt or taken round by round. Event-reactive shields and heals — such as gaining a shield when an enemy is debuffed or when the ship inflicts Stasis — fire from their real triggers as well.
Survival Metric: The summary reports how many rounds the target survives — or the round it is destroyed if incoming damage outpaces healing — so you can tell at a glance whether a healer keeps its charge standing.
Team Healers: Add team ships and their parsed heals, shields, and cleanses contribute on their own turns, alongside reactive heal triggers (such as a ship reacting when it critically repairs an ally). The timeline chart shows HP, shield pool, incoming damage, and effective healing per round, with a cumulative comparison between configurations.
Per-Round Healer Overview: Hover any round on the Healing Over Time chart to see every config's output for that round in the chart's hover card — direct heal, heal-over-time, shield granted, effective vs overheal, cleanses, and the incoming damage / target HP% each faced — with charged and crit badges.
Damage Deconstruction
Reverse-engineer combat results to understand damage calculations and identify enemy stats.
JSON Diff Calculator
Compare two game data exports to identify changes in your account, ships, gear, or engineering stats between different time periods.
Speed Calculator
Calculate speed values with various modifiers. Two modes available:
- Forward: Enter base speed and modifiers to calculate final speed
- Reverse: Enter target speed range and modifiers to find required base speed
Pick speed buffs and debuffs from the game's named buff list — relevant speed buffs are surfaced at the top.
Bounty Credits
Ranks every bounty level by credits earned per run, per energy or per minute. Each win pays fixed credits plus one gear piece; the calculator adds the expected value of the gear you sell.
- Auto-sell filter: works like the in-game one — a piece is sold if its star rank OR its rarity is ticked.
- Always sell sets: sets you dump regardless of rank. Every set a level can drop has the same chance; level 33 adds the abyssal set.
- Extra credits %: Credit License, VIP and other bonuses added together. They boost the bounty reward, not gear sales.
- Seconds per fight: needed for credits per minute; override single levels in the table.
- Background battles: 10% cheaper energy; time per battle comes from the tier you earned on that level, and the fastest three tiers add a bonus gear drop every 20/15/10 battles.
Use Cases
- Test theoretical builds without changing your actual ship configurations
- Compare stat trade-offs (e.g., more defense vs. more HP)
- Analyze combat logs to understand battle outcomes
- Track account progression over time with JSON Diff
- Plan speed tuning to ensure your ships act in the desired order
Recruitment Calculator
Calculate the probability of obtaining specific ships from different beacon types.
Beacon Types
The calculator supports all beacon types: Public, Specialist, Expert, and Elite. Each beacon type has different rarity pools and drop rates.
Faction Events
During faction events, ships from the selected faction have their pull weight multiplied (selectable 10x or 20x) in specialist beacons. This multiplier stacks on top of the affinity weighting: within a rarity, every non-antimatter ship already carries 10x the weight of an antimatter ship, and a featured-faction ship is multiplied again on top of that.
Individual Event Ships
Configure individual event ships with custom drop rates or pity thresholds to accurately calculate probabilities during special events.
Use Cases
- Plan beacon spending by calculating odds for target ships
- Evaluate whether faction events are worth pulling for specific ships
- Calculate cumulative probability across multiple pulls
Encounter Notes
Track Your Battle Encounters
Document enemy compositions, strategies, and notes for various game encounters. Your personal encounter notes are stored privately.
Features
- Create notes for Faction Ops, Story missions, etc.
- Record enemy ship compositions and stats
- Document successful strategies
- Add custom notes and observations
- Option to share encounters publicly to the Shared Encounters page
Pro Tip
Use Encounter Notes to build a personal knowledge base of challenging content. This is especially valuable for weekly rotating Faction Ops or event encounters.
Statistics
Fleet and Gear Analytics
The Statistics page provides a comprehensive analytics dashboard to understand your collection at a glance. View detailed breakdowns with charts and metrics across four tabs.
Ships Tab
Analyze your ship collection with filters by role and rarity:
- Total ships, average level, max level count
- Total refits and average refits per ship
- Ships with implants percentage
- Fully geared vs. ungeared ships
- Rarity distribution (pie chart)
- Role distribution (bar chart)
- Level distribution histogram
- Ships by faction breakdown
Gear Tab
Analyze your gear inventory with filters by set, main stat, and rarity:
- Total gear pieces and equipped percentage
- Average level and star level
- Most common set bonus and main stat
- Top 10 gear sets distribution
- Main stat distribution with category colors
- Rarity and star level distributions
- Slot distribution across gear types
Implants Tab
Analyze your implant collection with filters by type and rarity:
- Total implants and equipped percentage
- Types available (Minor, Major, Ultimate)
- Rarity distribution
- Type distribution breakdown
Engineering Tab
Analyze your engineering investment across roles:
- Total engineering points invested
- Average points per role
- Most invested role identification
- Warning for roles with zero investment
- Points by role (horizontal bar chart)
- Point distribution by stat type (stacked bar chart)
- Detailed investment table by role and stat
Use Cases
- Identify gaps in your collection (undergeared ships, underinvested roles)
- Track progress toward collection goals
- Find which gear sets you have the most/least of
- Ensure balanced engineering investment across roles
Simulation
Battle Simulation
The simulation page allows you to test different gear and implant configurations without permanently changing your ships.
Features
- Select any ship from your fleet
- Choose a role to simulate (Attacker, Defender, etc.)
- Temporarily swap gear pieces to test alternatives
- Temporarily swap implants to test different setups
- See real-time stat updates as you make changes
- Compare current vs. temporary configuration side-by-side
Simulation Results
Results show role-specific metrics based on the selected role:
- Attacker: DPS, crit rate, crit damage
- Defender: Effective HP, damage reduction, survival rounds
- Supporter: Healing output, heal modifiers
- Debuffer: Hacking effectiveness, DPS
Equip Changes
After testing, you can permanently equip your temporary gear configuration with one click. The simulation will show you which ships will lose gear if you proceed.
Pro Tips
- Use simulation to test gear before committing to expensive upgrades in-game
- Compare different set bonuses to see which provides better results for your role
- Access simulation quickly via the "Simulator" option in ship dropdown menus
Combat Simulator
Round-by-Round Battles
The Combat Simulator pits two squads against each other on the hex board and plays out the whole fight, round by round. Either side can hold any unit in the game, so you can stage matchups against ships you do not own and watch exactly how they unfold.
Setting Up
- Place ships on the two placement boards — your team on one, an enemy team on the other
- Click a cell to select it, then pick any unit in the game and choose a version of it; click a placed ship to remove it
- Versions are your own copies of that unit, an R0 level 60 reference, and — for units whose refit data has been loaded — a fully refitted one. A reference version carries no gear, so the fight shows what the unit itself does — your engineering bonuses still apply
- Each of your own ships fights with its real geared, refit, and engineering-resolved stats
- Run the simulation once you have at least one ship on each team
- "Copy to enemy" / "Copy to your team" duplicates a whole board — ships and any stat overrides — onto the other side
- The Board option switches both teams between the normal 12-cell board and the small grid: the middle cell and the six around it. On the small grid, ships standing elsewhere move to the nearest free cell, and the battle is shown on the small grid too
- The small grid holds 7 ships per team, so a team with more has to lose some before you can switch; a loaded encounter that does not fit keeps the ships already on small-grid cells first, fills the free cells from the rest, and says how many were left out
Saving a Setup
- Both boards, every stat override, both squad leaders, the seed, the run count and the board size are kept as you work and come back when you reload the page
- Type a name and press "Save" to keep a setup you can come back to; saving under a name you already used replaces that setup
- A setup stores ships by reference rather than as a snapshot of their stats, so re-gearing a ship changes what every setup holding it does
- Ships you no longer own — deleted, re-imported, or belonging to another profile — are left out when a setup loads, and the page says how many cells it skipped
- Loading a setup clears the results on screen, including a pinned baseline: they describe the boards that produced them
- Saved setups are kept on this device only
Editing a Ship's Stats
- Shift+Click a placed ship, or use the cog icon on its cell, to open its stat editor and change any of its combat stats for this simulation only
- Values are absolute and prefilled from the ship's geared stats; overrides are not saved and never touch the ship's real gear
- Overrides sit after gear, refits and engineering, so they cannot represent a set bonus
- A cell with an active override shows a "MOD" badge
Seeded Runs
- Every run is seeded and reproducible — running the same seed against the same teams always plays out identically; press "New seed" to get a fresh one
- A fight lasts at most 30 rounds. If both teams still have a ship standing when the last round ends, the enemy wins, as a timeout is a defeat in the game. When both teams lose their last ship in the same round, the side that dealt the final killing blow wins (a dying ship's counter or reaction that kills the last opposing ship wins it for that side), so every fight has a winner
- Raise the run count to repeat the fight over that many consecutive seeds and see an aggregate — win split and average rounds and per-actor damage/healing — instead of a single playback
- A single seeded run reproduces one fight; the aggregate over a seed set is what you use to compare two configurations. Click any seed in the aggregate to open that one fight's round-by-round playback
- Multi-seed runs show their progress as they go and can be cancelled at any point; cancelling leaves the previously displayed results untouched
Comparing Against a Baseline
- After a multi-seed run, pin it as a baseline; then change stats and run again to compare
- While a baseline is pinned, the seed and run count are fixed so both configurations face the same seed set
- The aggregate is the comparison and a single seed is a reproduction
- A delta that is too small to tell apart from seed-to-seed luck is labelled "not distinguishable" instead of a signed number
- If mean and median rounds moved in opposite directions and the mean move is itself distinguishable, a note flags the round-count distribution as skewed and points you to the median
- With a baseline pinned, the comparison also lists every seed where the two configurations picked a different winner; opening one replays both fights stacked and stepped together, so the same round of each sits one above the other. These paired boards show round ends only, since the two fights' turns do not line up
Stat Sweeps
- Pick one placed ship and one of its stats, give a range, and the sweep runs a fight at every step in that range and charts win rate, mean rounds and your side's total damage
- Every step runs the same seed set, and the ship's current value is always one of the steps — the marked reference line — so each step is measured against the ship you actually have
- A filled point differs from the current value by more than seed-to-seed luck can explain at that run count; a hollow point does not. All-hollow means the sweep found no difference it can tell apart from luck at that run count — a real effect smaller than the noise would look the same, so raise the seed count before concluding the stat does nothing
- The sweep keeps its own run count, because its cost is steps multiplied by seeds; the cost preview shows how many battles the current settings will run
- A sweep holds every other stat fixed, while a real gear piece moves several at once — so it answers what a stat is worth, not what a piece is worth
Squad Leaders
- Pick one squad leader per team beneath each placement board — faction, leader, and upgrade stage (stages are additive: stage III includes stages I and II)
- Ally bonuses apply only to ships of the leader's faction — a leader with no faction ship on its own team grants nothing
- Enemy-targeting effects exist only on legendary leaders at stage III; they hit every opposing ship, but also require at least one leader-faction ship on the leader's own team
- Leader bonuses are hidden pre-fight modifiers: they fold into each ship's fully geared stats before round 1, are permanent, never appear as buffs, and are never purged, cleansed, or reset on death
- A leader's attack bonus adds together with attack buffs such as Attack Up, and its outgoing direct damage bonus multiplies on its own instead of adding to Out. Damage buffs
- Percentage bonuses to crit rate, crit power and penetration add as points, the way gear does: +10% Crit Power on a ship with 50% crit power gives 60%
- Gelecek's "repairs after inflicting a debuff" repairs the ship once per skill that lands a debuff, however many debuffs that skill lands
- Frontier Legion's "attack for each other alive Legion ally" counts the ship's living Legion allies throughout the fight, so it drops as they are destroyed
- "Secondary targets" are the other ships an area attack covers, not its primary target; "while in Stealth" is checked at each hit
- Every current leader effect is simulated. An effect the simulator cannot model is marked "Not simulated" in the picker preview and listed after each run
Pre-Fight Ship Passives
- Some ships have permanent start-of-combat passives that are applied before round 1: Lionheart grants all adjacent allies 10% of its HP, Centurion gains attack per adjacent ally, and Enforcer, Defiant, and Stalwart gain their bonuses when placed adjacent to a Supporter
- Adjacency uses the placement board's hex neighbours, so where you place these ships matters
- These passives apply after squad-leader bonuses (a leader that boosts Lionheart's HP also boosts what it grants), are hidden and permanent like leader bonuses, and are not lost when the granting ship is destroyed
- Ships whose skills state they start combat fully charged (e.g. Chimei, with enough refits for the passive) begin the battle with a full charge bar and fire their charged skill on round 1
Watching the Battle
- The outcome (which team wins, and the round it ended) is shown at the top
- Pick a round with First, Previous, Next, Last or the slider: the boards show how every ship stands at that round's end
- Press Play to watch the fight turn by turn on animated hex boards, through every round to the end; Pause stops it, and the Turn arrows step one turn back or forward
- Each ship's hex shows its hull, shield and charge bars and its buff and debuff counts; the acting ship is outlined, damage, heals and shields pop up as numbers, and a charged skill shows a banner. The turn order highlights whose turn it is
- With reduced motion turned on in your system settings, the boards jump from turn to turn without the numbers or flashes
- Click a ship on the board to pin it and open a per-round detail card with its full breakdown for that round, including its active buffs and debuffs — Damage over Time effects (Corrosion, Inferno, and converted-damage DoTs) and Bombs are listed among the debuffs
- The event log lists every turn-by-turn action, reaction, and effect for the selected round — see below for details
Support skill patterns
Ships with friendly targeting (Allies + a support pattern on their skill board) grant heals, shields, buffs, and ally charges only to allies standing on that pattern's footprint — not the entire team. This applies to active and charged skill casts and to reactive passives (such as start-of-round charge grants). Text that says "(All) allies" means all allies in the pattern, not every ship on your roster. A damage skill that grants a buff without naming who gets it (Lionheart's "deals 170% damage and grants Defense Up II") gives it to the ship itself and its adjacent allies.
The one exception — a named ally: when a skill's own text names which ally it helps — "the ally with the lowest current health percentage", "the ally with the most missing health" — it reaches that ally wherever it stands, and the ship's targeting pattern does not narrow it. Pallas, Volk and Valkyrie are the ships in the current roster whose skills read this way, and it applies whether the effect sits on an active, charged or passive skill. The ally is always the worst-hurt one by share of health remaining, never the caster itself — so if no other ally is alive, the repair lands on nobody rather than on the caster. Every other ally-targeted repair, shield, buff, cleanse or charge grant follows the pattern as described above. Separately, a reactive skill worded "when an ally …" (is hit, inflicts a debuff, critically hits, is purged) also fires on the ship's own qualifying action or state, exactly as it would for a teammate, unless the text explicitly says "another ally" or "other ally".
Combat Log
The combat log shows a hierarchical record of what happens each round: attacks, repairs, shields and strips, buffs and debuffs, damage and Repair Over Time ticks, bomb detonations and splashes, and deaths.
- Area-of-effect attacks and heals: Every affected ship is listed individually with its own damage or heal amount and resulting HP percentage — not just the primary target. When several rows land on one ship at the same moment (a ship's Damage over Time ticks), only the last of them shows the HP percentage.
- Reactions shown in context: Counterattacks, on-crit heals, reflects, reactive shields, and other triggered effects appear nested under the action that caused them, in the correct turn — not attributed to the reacting ship's own turn. A share of a hit that Protection moves onto a protector is labelled Protection and nests under the hit it came from, with the protector's own HP after each share.
- Accurate per-ally heals: When a ship heals multiple allies, each ally's individual heal amount is shown rather than an even split.
- Hit amounts match the target: An attack row shows the damage each target was dealt after its own defense and damage reductions, for the main target and every other enemy hit alike, and before any shield absorbs it (a row whose hit met a shield says "shield hit"). Extra damage a passive adds to the same hit is included in that row. Where Protection moves part of a hit, the target's row shows the share it kept and each protector's share has its own row. A hit that Voron, Orel or Hit Mitigation turns into a Damage over Time effect shows "converted to DoT" and no number or HP: it landed no direct damage, and the ticks that follow carry it.
- Ticks, strips and splashes have rows: Damage over Time and Repair Over Time ticks are listed at the start of their holder's turn, before the ship acts. A shield strip (APEX, Laika, Malvex) shows how much shield it removed, and a bomb carrier's death splash shows the damage each neighbour took. A ship killed by a DoT tick or a DoT detonation has no killer named; a Bomb kill names the ship that planted the Bomb.
- Wasted repairs and shields are named: Heal and shield rows show what actually landed, and say how much went nowhere. A repair onto a full HP bar reads "0 (full HP, 5,200 overhealed)" and a shield onto an already-full shield pool reads "0 (pool full, 8,400 clipped)", so a grant that had no effect is never mistaken for one that did — nor for one that never happened.
- Buff steals name what moved: When a ship steals a buff — Pallas, Thresh and Tithonus can all do this — the row names the thief, the ship it took from, and the buff itself, e.g. "stole Protection". Taking multiple stacks of the same buff in one steal reads "stole Protection x2" rather than listing it twice. A steal that finds nothing to take opens no row at all.
- Buff grants show who cast them: A buff entry is attributed to the ship that granted it, with the ally that received it listed as the target — so a support ship's buffs to its allies are credited to that ship, not just shown against the ally that gained the buff.
- Charge state and skill tags: Each turn shows the acting ship's current charge (e.g. "charge 2/3") and whether it used its active or charged skill variant. Charge gains, resets, and manipulations each appear as explicit lines.
- Per-turn stat snapshot: Each turn has a collapsible "Stats" row showing the acting ship's current modelled HP, attack, defence, crit, crit power, speed, hacking, and security including active stat buffs/debuffs (defense penetration shows the base value only) — so you can verify a buff actually landed.
Gear Set and Implant Effects
Equipped implant and gear-set special effects are beginning to apply in the simulator (and now in the DPS calculator too). Each complete set adds its effect again, as on the stat page: six Shield pieces are three sets and grant 12% a turn, and the same goes for Leech, Reflect, Revenge, Hardened and Decimation (a second Cloaking set adds nothing). Currently supported: Leech gear set (heals the ship for 15% of all damage it deals each turn, per set) and the Bloodthirst implant (on-crit heal for 12%, 17%, or 20% of damage dealt, depending on rarity). Leech repairs pay on counter-attack and implant-proc damage too, and the Leech set, Bloodthirst and Last Wish repairs can crit at the wearer's current crit rate and crit power, buffs included. A repair that heals nothing because its target is at full HP still counts as a repair. Chance-based procs such as Bloodthirst are modeled at their expected average frequency. Three conditional damage implants also apply: Intrusion (more outgoing damage for each debuff on the target), Arcane Siege (more outgoing damage while the ship is shielded), and Warpstrike (more outgoing damage while the ship is debuffed). Intrusion and Warpstrike add to Out. Damage buffs; Arcane Siege multiplies on its own, separately from both those buffs and the squad leader's outgoing bonus. Arcane Siege and the squad leader's outgoing bonus also apply to counter-attacks, reactive hits and reflected damage. Incoming-damage reduction is also modeled: Voidshade and Shadowguard (reduced damage while stealthed), Nebula Nullifier (reduced damage while in Stasis or Disabled), Hyperion Gaze and the Hardened gear set (reduced incoming critical-hit damage), Iridium's passive (reduced crit damage taken, scaling with rarity; only the larger of Iridium's passive, Hardened and Hyperion Gaze applies), Vortex Veil (reduced Inferno and Corrosion damage), and Ironclad (a chance to block a repeated hit from the same attacker). Neither Ironclad nor Shadowguard rolls on a share of damage taken through Protection, and that share does not count as a hit for Ironclad. Damage reductions combine the way the game combines them: buffs and debuffs such as Inc. Damage Down add together; ship passive reductions add together and then multiply with those buffs; each gear set, implant and squad leader reduction multiplies on its own; and all of it together can cut a hit by at most 70%, not counting Defense. Ironclad's partial block counts toward that 70% limit; Shadowguard's full block does not, and still stops the whole hit. Outgoing-damage amplification is also modeled: Menace (chance to amplify a hit's damage on a critical hit), Giant Slayer (chance to amplify a hit's damage against an enemy with higher attack) — a Menace or Giant Slayer proc adds to Out. Damage buffs rather than multiplying them — and Insidiousness (chance to deal bonus damage when you inflict a debuff on an enemy. It rolls once for every debuff you inflict, whether your skill or one of your reactions lands it, and a damage-over-time stack counts as a debuff. Applied debuffs, such as Provoke, Concentrate Fire or the Burner set's Inferno, never roll. At most one roll succeeds per skill cast, counting reactions to an enemy's skill as part of that skill, and a success hits every enemy that skill debuffed). Synaptic Resonance gains Speed Up III when an enemy is repaired and adds its crit power points to the next critical hit only, whether a skill, a counter-attack, a reactive hit or a passive hit (90% crit power plus 10 is 100%). Three heal implants are also modeled: Second Wind (chance to repair itself when it takes a critical hit), Nourishment (stronger repairs on allies with less HP than the healer), and Vivacious Repair (chance to double a repair on an ally below 25% HP), and Exuberance (chance to increase the amount of a repair this unit receives). Charge manipulation is also modeled: Chrono Reaver (grants a bonus charge to the carrier's charged skill every 2nd turn at legendary rarity or every 3rd turn at epic; a unit in Stasis or Disabled still gets this bonus, but not its usual charge for the skipped turn). Two damage-over-time gear sets are also modeled: Burner (applies Inferno for 2 turns on every primary target when the ship attacks, so a whole-battlefield attack such as Curator's active applies it on every enemy; an applied Inferno lands without a hacking roll, failing only when the ship is at an affinity disadvantage against the target) and Decimation (+10% DoT damage per equipped set, up to +30%, boosting your Inferno and Corrosion ticks in both the combat simulator and the DPS calculator). Five shield sources are also modeled: the Shield gear set (grants the equipped ship a shield each turn, 4% of its max HP per set), Adaptive Plating (grants the ship a shield from the damage it takes, once per round), Abundant Renewal (turns over-healing on an ally into a shield for that ally), and Resonating Fury (a chance to grant Crit Power Up to allies it shields), and Lifeline (when a direct hit would drop the ship below 30% HP, it gains a shield — a flat amount plus 100% of its attack, capped at max HP — before the hit lands, once per battle). Three more gear-set and implant effects are also modeled: the Reflect gear set (reflects 7% per set of each incoming hit, splash included, back at the attacker), the Revenge gear set (the wearer deals increasing damage as its HP drops, up to +25% per set near death), and the Smokescreen implant (a chance to gain Stealth when directly hit), and the Boost gear set (each timed buff the wearer casts itself — on itself or allies, never one an ally gives it — lasts one extra turn, modeled in both the combat and DPS simulators). The Voidfire Catalyst implant is also modeled: it increases detonation damage (bomb bursts, Inferno detonations, and Corrosion detonations) and bomb splash damage by a percentage based on rarity — its rare and legendary variants amplify bomb splash damage only. Counterattacks are now modeled too: one of your ships with a "when directly damaged" passive (such as Stalwart) retaliates against the attacker for a share of its own attack — a full hit that can crit and kill. Different counterattackers have their own triggers: Nyxen strikes back only when its shield is the part that takes the hit, and Centurion retaliates when it or an adjacent ally is directly damaged. These reactions now fire for both teams: enemy ships react when you hit them too — enemy counterattackers strike back, and enemy on-hit reactions (self-repairs, defensive buffs, cleanses) fire. Enemy ships also benefit from their own on-cast shield skills — they gain shields, absorb your damage, and trigger shield-reactive abilities — so enemy teams play more like real opponents in positioned battles. In positioned battles, bomb, Inferno, and Corrosion detonation now lands on each ship the skill hits individually — every target detonates its own stored bombs and damage-over-time effects against its own HP, so a detonation can kill secondary (splash) targets and trigger their on-death effects, rather than only counting against the primary target. Timed bombs and Echoing Burst accumulators likewise burst on each affected ship individually — on both teams — every ship detonates its own timed bombs and accumulators against its own HP on its own turn. This per-ship detonation works for both teams: enemy detonation skills now damage each of your ships they hit individually too, so an enemy detonation can kill secondary (splash) targets and trigger their on-death effects. Ally ships (the non-focus members of your fleet) also detonate per-victim — each ship they hit detonates its own stored bombs and damage-over-time effects against its own HP, so an ally detonation can kill secondary targets and trigger their on-death effects such as bomb-splash-on-death. Inferno and Corrosion damage-over-time ticks likewise resolve per ship — on both teams, each affected ship takes its own DoT damage against its own HP at the start of its turn (even while in Stasis), so a DoT can wear down and kill secondary ships and trigger their on-death effects, instead of only counting against the primary target. In positioned battles, an area-of-effect attack now triggers the on-being-hit reactions of every ship caught in the blast — counter-attacks, retaliation buffs, and on-hit repairs — not just the primary target, on both teams. A few more ship passives are now modeled too: Nosorog reflects 16% of the hit back at an attacker that hits it as its primary target, at most once per incoming attack and its reactions (never a reflected hit, and not when it is only splashed by an attack aimed at another ship — an area-of-effect attack aimed at Nosorog himself still counts; Stalwart's counter, Legion Discipline II and Malvex's shield follow the same rule), Chakara's charged skill bypasses part of the enemy's Defense, and Anemone, Panon, Wusheng, and Tormenter each take reduced damage under their own stated conditions. Anemone and Wusheng take less direct damage (from an attacking enemy afflicted with a damage-over-time effect, and while Stealthed, respectively), Panon reduces all incoming damage — direct and damage-over-time — while she has Barrier Recharging, and Tormenter's reduction (direct and damage-over-time) grows the lower her HP falls. Vindicator retaliates when it resists an enemy debuff, dealing damage equal to 30% of its own max HP back to the ship that attempted it. Protection (e.g. Meatshield) now works as a damage transfer instead of a plain unremovable buff: each stack a living ally holds intercepts 10% of the direct damage another ally would take, redirecting that share onto the protector instead — the redirected share is absorbed against the protector's own defense and its own damage reductions (Inc. Damage Down, passives) rather than the original target's, so the attacker's affinity match-up against the original target is unaffected. Protection covers all living allies (not only adjacent ones), allowing any protected ship to intercept damage for any teammate. When more than one ally holds Protection, the faster protector intercepts first and only its unabsorbed remainder cascades to the next. A skill that targets the whole battlefield (Curator) is never redirected, and neither are Bombs, Echoing Bursts, Bomb death splashes or damage over time: the ship they land on takes all of it. Lionheart uses a once-per-round variant: it gains 10 stacks of Protection at the start of each round, and after it absorbs the first hit redirected from an ally, it loses all Protection until the next round. The stacks hold whether an enemy moves before or after Lionheart, on either team. Damage taken through Protection is not a direct hit on the protector, so Meatshield's "directly damaged this round" repair needs a hit aimed at him. A standing "+20% defense" passive (Grif, Hermes) lowers the damage its owner takes. Lionheart's crit grants belong to the skill they are written on: a crit by his active gives Attack Up II and one by his charged skill gives Attack Up III. More implant and gear-set effects will be added in future updates.
Themes & Appearance
Customize the appearance of the calculator by choosing between different themes. The theme switcher is located on your Profile page and is available to authenticated users.
Available Themes
- Dark: The default dark theme with a clean, professional aesthetic
- Synthwave: A vibrant retro-futuristic theme featuring neon pink and cyan accents with visual effects
Your theme preference is saved locally in your browser, so your choice will persist whenever you return to the calculator.
Profile & Account
Overview
The Profile page is accessible to all users — no account required. Anonymous users can manage their local data, back up and restore, and configure data management settings without signing in. Signing in unlocks cloud sync and additional account features.
Data Management
The Data Management section controls how your data is stored and synced. It is available to signed-in users only.
- Sync toggle: Enable or disable cloud sync. When enabled, all data is written to Supabase in addition to localStorage. When disabled, data is stored in localStorage only and the cloud copy is not updated. The sync flag itself is saved in localStorage on this device — disabling sync on one device does not affect other devices.
- Clear & re-sync: Uploads everything from your current local data, then removes anything the cloud still holds that your local data does not. Useful if your cloud data has become out of sync with your local data. Anything this browser cannot read — a section that is missing or unreadable locally — is left untouched rather than deleted, and the same goes for anything that failed to upload. Your local copy is never at risk, and sync remains enabled after the operation.
Usage Tracking
The planner records usage to see which pages and tools are used and which errors people hit:
- The pages you open and how long each stays visible on screen
- Clicks on main buttons such as navigation, import and autogear
- JavaScript errors, with the app version and page they happened on
- The site you arrived from and whether you are on desktop, tablet or mobile
- A random ID stored in this browser, and your account when you are signed in
No cookies are used. Error reports include the error message, which can quote data the app was working with. Raw records, including the browser ID and account link, are deleted after 7 days; only daily totals are kept. To opt out, tick Don't track my usage in this browser on the Profile page.
Backup & Restore
Backup and restore controls are located on the Profile page, available to all users including anonymous users. Use backup to export a local copy of your data and restore to reload it on this or another device. The file covers your ships, gear inventory, loadouts, teams, encounters and engineering stats.
Restoring while signed in replaces your cloud data with the contents of the file: everything in the backup is uploaded first, and only then is anything the backup does not contain removed. If the upload fails, nothing is deleted. A section the file does not mention at all is left alone rather than emptied, so an older backup taken before gear was included will not clear your inventory.
Connected Integrations
The Connected Integrations section is a placeholder for future third-party integrations.
- Cubedweb Hangar: The previous Cubedweb hangar sharing integration is deprecated while a new sharing system is in development.
- Starborne Frontiers API: A direct integration with the Starborne Frontiers API is coming soon, which will simplify data import.
AI Assistants (MCP)
Overview
You can connect an AI assistant that supports the Model Context Protocol (MCP), such as Claude, to your planner account. The assistant can then look up ships, read your own fleet and run simulated battles with it to answer questions about it. It reads the data saved to your account, so sign in and let your data sync first.
How to Connect
- In your assistant, add a custom connector (remote MCP server) with the URL
https://starborneplanner.com/mcp. In Claude Code:claude mcp add --transport http starborne https://starborneplanner.com/mcp - When the assistant opens the planner's "Connect an app" page, sign in with Google or email.
- Check the app name and click Approve.
What the Assistant Can Do
- Ship search, ship details and skill text
- Gear set and implant reference data
- Your profiles (main and alt accounts)
- Your fleet: ships with their equipped gear, implants and final stats
- Run your ships through the combat simulator against your own ships or reference ships, and sweep one stat to see where it stops mattering
- Replay one simulated fight as a full turn-by-turn log, to see what each ship did, in order
What It Cannot Change
A connected assistant cannot change your ships, gear or loadouts, or your account email or password. The only thing it can update is the display name and avatar on your account. Make all other changes on the website.
Changelog
A full history of updates and fixes. The latest version is 1.83.0.
Version 1.83.0 — 2026-10-27
- Arcade: checkpoints now include DPS, TANK and HEAL races against the gate ship.
- Arcade: new 3v3 checkpoint challenge with two random allies from your fleet.
- Arcade: time slows before each checkpoint so you can read the challenge.
- Arcade: checkpoint gates now show the rival ships as portraits.
- Arcade: tied checkpoint challenges are now a draw with no reward or penalty.
- Combat simulator: battles now play turn by turn on animated hex boards.
- Combat simulator: new small grid option places both teams on seven cells.
Version 1.82.1 — 2026-10-27
- 4 combat simulator fixes and adjustments.
- Arcade: pressing duck mid-jump now drops you straight into a duck.
- Arcade: pressing jump while ducking now jumps at once.
- Arcade: last-moment dodges now pay chained near-miss bonus points.
- Arcade: collecting two full credit trails in a row now doubles credits.
- 6 arcade tweaks and fixes.
Version 1.82.0 — 2026-10-26
- 15 combat simulator fixes and adjustments.
- Arcade: ducking ships now draw whole instead of clipping into the track.
- Ship database: skill tooltips now explain cleanse, purge, steal, charge and extra-action effects.
- Gear scores: now refresh when stat priorities, set priorities or implants change.
- Import: stats the calculator does not recognise are now skipped cleanly.
- Site: faster first load and a much smaller offline download.
- Healing calculator: the round chart's Crit marker now shows critical repairs.
- 6 squad leader fixes and adjustments.
Version 1.81.2 — 2026-10-21
- Home page: refreshed banners featuring Arcade, Combat Simulator, Bounty Credits and Game Basics.
- Home page: features are now grouped by area, with new ones marked.
- Home page: shows the latest changelog entry.
- Home page: returning players now see their fleet, last import and a continue link.
- Home page: the Arcade top score is now shown with a Play button.
- Home page: the Combat Simulator card now opens the combat simulator.
- Home page: banner carousel now supports swipe and shows slide progress.
- Arcade: ducking ships now skid, their tail swinging out to a random side.
- Autogear: Find Optimal Gear stays disabled until a ship is selected.
- Buttons: the smallest buttons across the site now have readable text.
- Autogear: your last results now stay when you leave the page or reload.
Version 1.81.1 — 2026-10-20
- Autogear: buffer and offensive supporters now keep the Boost bonus with 5+ pieces.
- Autogear: corrosion debuffers now count Decimation per complete 2-piece set, not per piece.
- Autogear: suggestions are now more consistent when you run the same ship again.
- Autogear: the gear a ship already wears is now always a candidate.
- Autogear: runs with hard requirements it cannot meet now finish faster.
- Autogear: optimizing no longer stalls when you switch to another browser tab.
- Autogear: unmet hard requirements now get the build that comes closest to them.
- Autogear: optimizing with implants now runs about three times faster.
- Autogear: stat priorities no longer hide implants your role would pick.
- Pages that fail to load now show a reload button instead of looping.
Version 1.81.0 — 2026-10-20
- Arcade: the leaderboard now shows which ship each best score used.
- Arcade: pilots without a fleet now fly and duel any ship, bare.
- Arcade: guests can now join the leaderboard without an account.
- Ship leaderboard: the second-place trophy and score bar now read as silver.
- Arcade: ducking now drops your ship into the track, throwing sparks.
- Arcade: crashing plays one of three retro game-over sounds.
- Arcade: duels replay turn by turn with hit numbers and charged skills.
- Arcade: duels show each ship's shield, buffs and debuffs as they change.
- Privacy: page, click and error usage tracking added; opt out on Profile.
Version 1.80.0 — 2026-10-19
- Arcade: choose a ship from your fleet to fly.
- Arcade: duel geared ships from your hangar at random checkpoints.
- Arcade: your ships now appear as their official 3D models.
- Arcade: play the synthwave soundtrack while you fly, toggle with M.
- Arcade: polish, with new effects, smoother flying and faster late runs.
Version 1.79.0 — 2026-10-18
- Arcade: fly the synthwave fighter in a new lane-runner mini game.
- Arcade: submit your best score to a new global leaderboard.
Version 1.78.1 — 2026-10-17
- 4 combat simulator fixes.
Version 1.78.0 — 2026-10-17
- Autogear: uncommon Arcane Siege now scores at 6%, matching the implant.
- 8 combat simulator fixes.
Version 1.77.0 — 2026-10-16
- Bounty Credits calculator: compare bounty levels for credits, including background battles.
- 22 combat simulator fixes.
Version 1.76.1 — 2026-10-14
- Ability editor: HP buffs and modifiers removed, since max HP never changes mid-fight.
- DPS calculator: Out. DoT and Inc. DoT buffs now multiply together.
- DPS calculator: DoT ticks, bombs and detonations no longer get affinity bonuses.
- 4 combat simulator fixes.
Version 1.76.0 — 2026-10-13
- Autogear: crit damage reduction now scores defenders at its true value.
- Defense calculator: incoming damage reduction now caps at 70% like in game.
- Autogear: fleet buffs on the same stat now add instead of multiplying.
- DPS calculator: a picked Repair Over Time now heals only from its applying ship.
- Healing and DPS calculators: enemies now take penetration and hacking from picked ships.
- Damage deconstruction: incoming damage modifiers now cap at -70%.
- DPS calculator: penetration and DoT buffs picked on team ships now boost your ship.
- DPS calculator: picked Out. Detonation Damage Up buffs now apply.
- DPS calculator: secondary and conditional damage now use the target's current defence.
- Skill editor: an ability with only stat-scaled damage now hits its target.
- Defense calculator: a ship's own skill buffs no longer count twice when they fire.
- 23 combat simulator fixes.
Version 1.75.3 — 2026-10-09
- 10 combat simulator fixes.
- Ships: "Copy as image" on ship cards works again.
Version 1.75.2 — 2026-10-09
- 57 combat simulator fixes.
Version 1.75.1 — 2026-10-07
- 37 combat simulator fixes.
- DPS calculator: Snakeroot's passive now fires on every 4th DoT stack inflicted.
- DPS calculator: Valkyrie's Echoing Burst no longer gathers her own applying hit.
Version 1.75.0 — 2026-10-06
- 94 combat simulator fixes.
- DPS calculator: Bayah's passive now fires each turn against a debuffed enemy.
- DPS calculator: Anjian, Rys, Sha Xing and Shashou passives now fire every turn.
- DPS calculator: Snakeroot's passive now scales with every damage-over-time stack.
- DPS calculator: your enemy-debuff picks no longer land on your own ship.
- DPS calculator: Valiant, Sustainer and Thresh now count each stack of their buffs.
Version 1.74.0 — 2026-10-04
- DPS calculator: Nuqtu's bonus charges now need three or more enemy buffs set.
- Healing calculator: Oleander's active now repairs more for each debuffed enemy.
- Healing calculator: Meatshield's charged skill now repairs per debuff on herself.
- Healing calculator: Sefuba and Tithonus purges now strip every enemy their skills hit.
- DPS calculator: crit-gated buffs like Crit Power Up II now need a real crit.
- 34 combat simulator fixes.
Version 1.73.0 — 2026-10-03
- Ships: signed-out players' ships now always use the latest skill text.
- Ship skills: skill text and numbers now match the official catalogue.
- 28 combat simulator fixes.
Version 1.72.0 — 2026-10-02
- Ship data: base stats and refit bonuses now match the official catalogue.
- Ship data: Enforcer, Orel and Yazid now have their correct roles.
- Ship data: Suku and Yuyan now have their correct affinities.
- Ship data: Mender and Yin Jian now show their own portraits.
- 15 combat simulator fixes.
- DPS calculator and Effect Index: Security Down III is now available as a debuff.
Version 1.71.0 — 2026-10-01
- Combat simulator: a weaker debuff no longer overrides or rolls against a stronger one.
- Combat simulator: Block Debuff no longer triggers resist reactions like Prophet's, Vindicator's or Lockdown's.
- Combat simulator: Prophet gains stacking shield penetration whenever an ally resists.
- Combat simulator: Provider now strikes each enemy another ally inflicts a debuff on.
- Combat simulator: skills triggered by "an ally" now also trigger on the ship itself.
- Combat simulator: Grif now hits every enemy whose debuff gets cleansed.
- AI assistants: can now read one simulated battle's full turn-by-turn log.
- AI assistants: battle simulations now list each fight's winner and length.
- AI assistants: battle simulations now run 20 fights by default.
- AI assistants: one battle simulation now runs at most 50 fights.
- AI assistants: stat sweeps now take up to 10 steps plus your current value.
- Combat simulator: start- and end-of-round effects now resolve in turn order across teams.
- Combat simulator: Shashou now gains Stealth whenever he damages a Debuffer or Supporter.
- Combat simulator: start-of-combat effects like Cloaking now land before start-of-round ones.
- Combat simulator: enemy "if an enemy has" passives, like Graphite's, now check your team.
- Combat simulator: applied debuffs like Provoke no longer trigger 'inflict' passives.
- Combat simulator: Yuyan now gains Stealth only from debuffs she applies.
Version 1.70.0 — 2026-09-29
- AI assistants: connect Claude or another MCP app to read your fleet.
- AI assistants: your assistant can now run battles and stat sweeps.
- Gear inventory: very large inventories now load every piece after a damaged one.
- Profile: Buffer ship rankings now include their Supporter engineering bonuses.
Version 1.69.1 — 2026-09-28
- Autogear: even a Custom formula built from scratch can now be shared.
- Autogear: builds using Crit Multiplier can now be shared with the community.
- Loadouts: Equip Team now equips gear on every ship in the team.
- Gear analysis: Repair and Boost set pieces are no longer flagged as off-set.
- Ship inventory: a ship saved without an affinity no longer disappears on load.
- Ships: signed-out ships with outdated saved data no longer break cards.
- Ship inventory: an unrecognised faction now shows its raw name in filters.
- Gear: pieces with outdated saved slot, set or rarity data now load safely.
Version 1.69.0 — 2026-09-24
- Autogear: flags ships that score off a stat their role ignores.
- Autogear: flagged ships show their real equation where their role can use it.
- Autogear: apply a ship's derived equation to its role in one click.
- Autogear: shows when an equation is applied, with a stop control.
- Autogear: an applied equation can now be edited and restored.
- Autogear: custom formula rows can now weight a stat by other stats.
- Autogear: custom formulas started from a role can now be shared.
- Ship Details: no longer crashes opening a geared ship with a sub-role.
- Autogear: new Crit Multiplier stat for priorities, bonuses and custom formulas.
- Autogear: results now show output from the formula the ship was scored on.
- Autogear: Equip All now keeps suggested gear when implants are also suggested.
- Autogear: Reset now restores the ship's own role instead of Attacker.
Version 1.68.0 — 2026-09-16
- Combat simulator: place any unit in the game, at R0 or fully refitted.
- Combat simulator: save setups, copy a board to the other side, and tweak a ship for one run.
- Combat simulator: pin a baseline, repeat it over up to 1,000 seeds, and compare the results.
- Combat simulator: sweep one stat across a range and chart the result.
- Combat simulator: passives now switch off while a ship is stasised or disabled.
- Combat simulator: 4 fixes to what reduces Stasis and for how long.
- Combat simulator: Zenith reworked — self-shield, damage per shielded ally, full charge strip.
- Restore: restoring a backup while signed in no longer deletes your cloud gear and ships.
- Cloud sync: 12 fixes so gear, implants and stats survive backups, restores and sign-in.
- Autogear, import and recruitment: 4 smaller fixes.
- Ability editor: a charge removal can now empty an enemy pool outright.
Version 1.67.0 — 2026-09-10
- Autogear: a new Custom mode builds a role from the stats you pick.
- Autogear: a new Direct Damage stat, and Effective HP now works as a bonus.
- Autogear: stat priority rows no longer carry reorder arrows.
- Game Basics: a new page explaining stats, roles, affinities and targeting.
- Game Basics: an interactive board shows which ships each targeting rule hits.
- Documentation: the debuff landing formula now names the affinity hacking swing.
- Upgrade analysis: a new coverage grid shows farming priority by role and slot.
- Upgrade analysis: priority now compares against a typical good piece, not the best.
- Upgrade analysis: coverage grid preferences are now kept per account.
- Ship inventory: your list or image view choice now survives a reload.
- Factions: Tianchao is now called Tianchen, matching the game.
- Skill cards: targeting descriptions now say which row a skill hits.
- Skill editor: the named-status field now accepts multi-word names.
- Combat simulator: roughly two dozen engine fixes across repairs, buffs, Protection and damage over time.
Version 1.66.0 — 2026-08-29
- Defense calculator reworked. It now runs the real combat engine using each ship's own skills, so shields, Barrier, self-repair and conditional buffs all behave the way they do in a fight. The headline figures are now ROUNDS SURVIVED and DAMAGE ABSORBED. Theoretical EHP no longer counts a kit buff whose condition it cannot confirm is met, and the card names what it left out and why. Ships that declare they start combat fully charged now actually do, and the ship card gained Charge Count and Start Charged controls. Arriving from a ship page link fills in that ship's own skill buffs, negative HP, Defense or Security are rejected, and renaming a configuration no longer re-runs the simulation for every ship on the page.
- DPS calculator now runs the full combat engine against a real enemy ship. You can pick an actual ship as the target — filling in its stats and skills — or set them by hand, and it takes its own turns. Ships whose damage comes from a shield or repair-leech basis, or whose skills are gated on their own health, finally contribute. Buffed stats and the round chart are read from the live simulation, and the round chart's team figure now covers your whole team with the allies' own share shown beside it.
- Healing calculator now fights a real, positioned enemy team. Your healer, the ship it is keeping alive, your team ships and every enemy pick the slot they fight from, repairs follow your healer's real support pattern, and enemies use their own targeting. A new Healing by ally table shows effective healing and over-repair for every ship a repair actually landed on. You can also remove every enemy to see your healer's pure output.
- Community recommendations are now a browsable list. Every build shared for a ship is shown with a one-line summary, sorted top rated or newest, with builds tagged for the ultimate implant you have equipped sorted to the top. Expand a build and press “Apply to autogear” to copy its role, stat priorities, gear sets, stat bonuses, fleet buffs and implant settings into your configuration — you are asked to confirm before anything you already set up is overwritten.
- Shared builds now carry your whole build. On top of the role, stat priorities, stat bonuses and gear sets they already carried, they now include your fleet buffs, whether implants are optimized, and which implant types you excluded. Your personal settings stay private — algorithm choice, ignore equipped, ignore unleveled, use upgraded stats, complete sets, calibration options and arena modifiers are never published — and the share form shows you exactly what is about to go out. Builds shared in the older, thinner format are no longer silently dropped from the list.
- Autogear: a new “Assume all gear is calibrated” option scores every calibration-eligible piece (5-6 star, level 16) as if it were calibrated to the ship you are gearing, so a promising uncalibrated piece is no longer ranked below what it will actually be worth.
- Autogear fixes: the Genetic algorithm now honours “Use upgraded stats” when it ranks gear, re-running the optimizer after changing what gear is worth no longer reuses the previous run's scores, and defence/crit priority weighting was corrected.
- Ship data refresh: Fuying and Prophet join the roster, and Zosimos's reworked skills are in.
- Skill editor: an effect now only offers targets that make sense for it — a Buff can no longer be pointed at enemies, and a Damage or Debuff effect is no longer offered your own allies. A passive that inflicts a Damage over Time effect or a debuff from a trigger that names no enemy is now flagged, since nothing can land in that case.
- Recruitment calculator: Centurion beacons.
- JSON diff calculator: an equipment change whose gear piece has no name no longer shows as “undefined ★ undefined”.
- Combat simulator and calculators: a large correctness pass on the shared combat engine — roughly 60 fixes spanning skill parsing and targeting, buff and debuff stacking, repairs and leech, shields and Barrier, damage over time, Protection, multi-hit attacks, bombs, retaliations, battle end conditions, and the combat log. Individually most of these are deep engine details, but together they mean the numbers across the simulator and every calculator line up far more closely with what actually happens in game.
Version 1.65.0 — 2026-07-30
- Autogear: each selected ship now has up and down arrows to change the order gear is assigned in (the first ship gets first pick). If the selection came from a saved team, the new order is saved back to that team automatically — adding, removing or swapping a ship ends that link, so only the order is ever saved this way.
- Autogear: you can now save a multi-ship selection as a named team and load it back later — each ship returns with the role and stat priorities you already saved for it. The Add Team dialog can also build a selection from one of your saved encounters, ordered by the turn order you set in the formation.
- Combat simulator: added further skill support, engine tweaks, and more.
Version 1.64.0 — 2026-06-19
- Simulator page (EXPERIMENTAL): new in progress combat simulator, with positioning, per round damage etc. More to come.
- Added squad leader page.
- Added targeting and pattern rules to ships.
Version 1.63.0 — 2026-05-27
- DPS Calculator upgrades: team support ships (up to 4) contribute skill buffs and debuffs; buffs track active rounds with hover details; hacking/security stats model debuff landing probability; affinity scales hacking; corrosion DoT capped at 5000/1%/stack/round.
- Calculator pages auto-fill buff and debuff pickers from the selected ship's skill text, with a "skill" badge on pre-populated entries.
- Lore page audio reader — play ship bios and world lore via text-to-speech with a Play All option. Best in Edge.
- Autogear: implant type tweaks consolidated into a single Require / Exclude picker.
- Added proper 404 page
Version 1.62.0 — 2026-05-19
- Calculator upgrades: buff pickers across DPS, Defense, Healing, and Speed; affinity modifiers and per-ship buffs (DPS); Security stat and Effective HP chart (Defense); charged heals and HoT simulation (Healing); Chrono Reaver ship selector with skill auto-fill.
- Ship Lore direct links; gear set dropdowns sorted alphabetically.
Version 1.61.0 — 2026-05-13
- Added Engineering Optimizer — optimize your engineering spend to maximize the stats of your starred ships.
- Added Autogear All and Select All buttons — queue multiple ships for autogear at once from the starred ship alerts panel and the Suggested Next Autogear panel.
- Ship skills are now shown on the Ship Details page. The DPS Calculator auto-fills skill damage multipliers and detects "Start Charged" from your selected ship's skill data.
- DPS Calculator buff system upgraded — Attacker Buffs and Enemy Buffs / Debuffs are now picked from the full game buff list with automatic parsing, stack support, and defense penetration / DoT modifier calculations.
Version 1.60.0 — 2026-05-07
- Gear Wishlist — track gear you're farming with flexible filters: slot, stars, rarity, set bonus, main stat, and substats.
- Import summary highlights wishlist hits in place of notable gear when matches are found
- Fixed several cloud sync and IndexedDB reliability issues
Version 1.59.0 — 2026-05-04
- Updated profile page with a bunch of data management features. Disable cloud sync, clear cloud data. Moved backup/restore into profile.
- Added ship selection to calculator pages to quickly set own ships.
Version 1.58.0 — 2026-05-02
- Added Exclude implant types to autogear settings — users can now prevent specific implant types (e.g. Bulwark) from being used in autogear runs
- Added Buffs to autogear settings — users can now specify external stat buffs per ship in the autogear optimisation
- Added import summary to game import modal — shows the number of ships, gear, and implants imported
Version 1.57.0 — 2026-04-27
- Added "Find Gear Upgrades" button to autogear results — navigates to Upgrade Analysis with ship, role, and stat priorities pre-filled and analysis auto-started
- Updated gear edit form to streamline upgrading gear.
Version 1.56.0 — 2026-04-25
- Autogear settings redesigned — pick a role, then add stat priorities, set requirements, or stat bonuses via the new "Your tweaks" picker
- Reorder tweaks with up/down chevrons — order matters, higher tweaks weigh more
- Six rarely-changed filters tucked into an "Advanced options" accordion; "Ignore equipped" now defaults off
- Game data import validates with a schema and caps file size at 30 MB
- Sign-in modal redesigned — split-pane layout with a branded left panel and a tighter form on the right
Version 1.55.0 — 2026-04-24
- Alt accounts — manage up to 5 additional game-account profiles under your login, each with its own ships, gear, engineering, loadouts, and optional public profile
- Switch profiles from the sidebar: click your profile picture to open the switcher dropdown
- Create, rename, and delete alts from the Profile page
- Drag and drop a game export JSON onto the Import button to import it — no file picker needed
Version 1.54.0 — 2026-04-23
- "Use upgraded stats" auto-runs the upgrade simulation and considers unleveled gear at its simulated level-16 stats
- Autogear search space widened on large inventories for better results
- Many more implants in the autogear pool — especially majors, which were nearly excluded before
- Complete Sets option no longer zeroes out good layouts — now penalizes orphan pieces instead of incomplete sets
- Tutorial covers starring ships and Hard Requirements
- Fixed anonymous-user autogear console error
Version 1.53.1 — 2026-04-20
- Fixed new email signups failing with "Database error saving new user"
- Fixed "Delete Local Storage" not actually clearing gear and implants
- Fixed signing out leaving the previous account's ships, gear, and stats visible
Version 1.53.0 — 2026-04-18
- Stat priorities can now be flagged as Hard Requirements — the autogear optimizer retries up to 5 times to meet them, and shows the closest-miss with needed-vs-got if no feasible combo exists
Version 1.52.0 — 2026-04-14
- Star your important ships to mark them as "always geared" — a persistent alert panel appears when starred ships have empty gear or implant slots
- After equipping autogear suggestions, a "Suggested Next Autogear" list shows donor ships that lost gear and starred ships needing attention — click to select them as the next autogear target
- Star toggle available on ship cards and autogear gear suggestions
- Alert panel is minimizable and stacks above the joke corner
Version 1.51.0 — 2026-04-11
- Expanded DPS calculator with multi-round simulation — compare burst vs ramping ships over configurable combat rounds
- Added active/charged skill cycle with charge count support
- Added DoT support: corrosion, inferno, and bombs with configurable tiers, stacks, and duration
- New round-by-round cumulative damage chart with per-source tooltip breakdown
Version 1.50.0 — 2026-03-31
- Loadout cards now have an Expand button that opens a modal showing full gear details and calculated stats
- Added Edit button to individual and team loadouts — opens the form pre-filled with the current name and ship for quick updates
- Added per-ship Equip button on team loadout cards to equip individual ships without equipping the whole team
- Fixed loadout equipping — gear assignments are now atomic (previously, rapid individual equip calls could race and overwrite each other)
- Gear conflict warning when equipping a loadout — a confirmation dialog lists which gear will be unequipped from other ships before proceeding
- New "Save as loadout" action in the ship card dropdown menu — quickly snapshot a ship's current gear as a named loadout
- Expanded loadout modal now shows full stat totals (base + gear + engineering + refits + implants)
- Stale gear detection — loadout cards show a warning when gear pieces no longer exist in inventory
Version 1.49.0 — 2026-03-29
- Statistics charts now show rarity color-coded stacked bars — see the breakdown by rarity across gear sets, main stats, star levels, level distribution, gear slots, implant types, and implant set bonuses
- Refits by Rarity chart on the Ships tab is now color-coded by rarity
- Fixed labels across all statistics tabs — ship roles, factions, gear sets, gear slots, main stats, and implant set bonuses now display proper names instead of internal keys
Version 1.48.0 — 2026-03-26
- Added monthly statistics snapshots — your stats are automatically saved each month so you can track your progression over time
- Compare with previous months via the dropdown on the Statistics page. Metric cards show delta indicators and charts display side-by-side grouped bars
- Added "Total Tokens Spent" card to the Engineering statistics tab
- Implant set bonus charts (minor, major, ultimate) now support snapshot comparison
Version 1.47.0 — 2026-03-24
- Added Synthwave theme — toggle it from the sidebar (sparkles icon). Features neon glowing buttons, chrome metallic headers, CRT scanlines, synthwave background, gradient cards/modals, chromatic aberration on ship images, and more.
- Synthwave theme includes Orbitron and Exo 2 fonts for a retro-futuristic feel
- VHS static glitch transition when switching themes
- Added synthwave soundtrack with play/pause control in the sidebar
- Theme preference saved locally and persists across sessions
Version 1.46.0 — 2026-03-19
- Added Lore page with two tabs: Ship Bios (149 ships with searchable bios, quotes, and authors) and World Lore (30 articles from starborne.com)
- Ship database cards now have a dropdown menu with compare, leaderboard, add to fleet, and read bio actions
- Ship bios replaced with official data from the developers, including character quotes and authors
- Cross-tab search on the lore page — search results from the other tab appear below with a section header
- Added help text to hit deconstruction calculator explaining defender buff sign conventions
- Reorganized sidebar: Ships, Lore, Implants, and Effects grouped under Database
Version 1.45.0 — 2026-03-16
- Added arena season modifiers. Admins can create seasons with stackable stat modifier rules (filtered by faction, rarity, or role). Users can enable "Apply arena modifiers" in autogear settings to have the algorithm account for active arena season buffs when scoring gear.
- Autogear results show a 3rd column for stats and simulation with arena modifiers applied when enabled.
Version 1.44.0 — 2026-03-15
- Added multiplier mode to autogear stat bonuses. Multiplier mode scales the role score by the stat value, useful for builds that want a stat to scale proportionally with the role (e.g., hacking on an attacker).
- Added click-to-copy on ship database skill buttons
Version 1.43.0 — 2026-03-01
- Added video/image showcase to ship details page
- Added visual improvements to encounter pages
- Separated engineering and scoring roles in preview upgrade
- Fixed autogear lock button showing on gear already belonging to the ship being optimized
- Fixed overwriting existing stat priority instead of adding duplicates
Version 1.42.0 — 2026-02-25
- Added Chrono Reaver calculator page
- Added charge skill charge to skill tooltip
- Added gear sorting by stat type to gear inventory
- Added ship sorting based on ship power to ship inventory
Version 1.41.0 — 2026-02-21
- Added lock icon to already equipped gear pieces in autogear results. Clicking it will lock the gear to the ship it's equipped on and re-run autogear.
Version 1.40.0 — 2026-02-17
- Added tutorials. Will be populated over time.
Version 1.39.0 — 2026-02-11
- Added video to ship cards. Will populate these gradually over time.
- Changed ship index page to use bigger images and collapsed stats.
Version 1.38.1 — 2026-02-03
- Fixed a bug with asphodel/tormenter r2 crit rate
- Added some more useful numbers in the engineering preview
Version 1.38.0 — 2026-01-27
- Added ship comparison panel to ship inventory and ship index page
- Added engineering preview tab to engineering stats page
Version 1.37.0 — 2026-01-25
- Removed AI recommendations
- Added community recommendations
- Added share recommendation form
Version 1.36.0 — 2026-01-21
- Added gear expand button in ship details page
- Added ship copy image to clipboard button in ship card
- Added buffs, skill multiplier to DPS calculator
Version 1.35.0 — 2026-01-10
- Added critcal damage reduction to autogear
- Added hardened gear set
- Added gear main/sub stat filters to gear inventory
Version 1.34.0 — 2026-01-07
- Added ship specific gear upgrade suggestions. PROTIP: Select a role to accompany a ship, as it takes quite a bit longer to compute with a ship.
- Added shortcut to ship details from autogear for quick swapping of implants.
- Fixed an issue with tooltips in offcanvases and modals.
Version 1.33.1 — 2026-01-02
- MASSIVE AUTOGEAR PERFORMANCE OPTIMIZATION, insert wine glass emoji here
Version 1.33.0 — 2025-12-24
- Added defensive security debuffer role
Version 1.32.0 — 2025-12-21
- Added Speed calculator page
Version 1.31.0 — 2025-12-19
- Added Arcane Siege calculations to autogear
- Added gear set filter to upgrade analysis
Version 1.30.0 — 2025-12-18
- Added CODE GUARD / CIPHER LINK calculations to the system
Version 1.29.0 — 2025-12-17
- Added role and stat filters to gear upgrade analysis
Version 1.28.0 — 2025-12-13
- Added calibration calculator
Version 1.27.0 — 2025-12-09
- Added profile page for logged in users
Version 1.26.0 — 2025-12-06
- Added bomb damage to debuffer stats
- Added implant testing/quick swap in the simulation page
Version 1.25.1 — 2025-12-02
- Added AND mode to recruitment calculator
- Added affinity adjustments to recruitment calculator
Version 1.25.0 — 2025-12-01
- Added recruitment calculator
Version 1.24.1 — 2025-11-21
- Added engineering points ranking to the engineering stats page
Version 1.24.0 — 2025-11-20
- Added statistics page
- Added edit button to gear in the gear upgrade analysis for easy update after upgrade in game.
Version 1.23.0 — 2025-11-07
- Added effect index page
Version 1.22.0 — 2025-11-03
- Added optimize implants option to autogear
Version 1.21.2 — 2025-10-17
- Increased simulation count for gear upgrade analysis
- Separated upgrade analysis into analysis and simulation
- Added manual gear upgrade analysis button
Version 1.21.1 — 2025-10-16
- Added max level filter to gear upgrade analysis
Version 1.21.0 — 2025-10-03
- Added AI autogear suggestions
- Added admin tools
Version 1.20.1 — 2025-09-10
- Added supporter(shield) role
Version 1.20.0 — 2025-08-14
- Added leaderboard pages for ships, in the ship index page.
Version 1.19.3 — 2025-08-07
- Added print button to autogear page
- Added corrosion debuffer role
- Changed def pen chart to show damage increase.
Version 1.19.2 — 2025-08-05
- Added rarity filter to upgrade analysis
Version 1.19.1 — 2025-08-05
- Fixed a bug with upgrade analysis, where percentage only set bonus stats where not taken into consideration.
Version 1.19.0 — 2025-08-04
- Added defense penetration to DPS calculator
Version 1.18.2 — 2025-07-11
- Added level range and stat type filters to gear inventory.
Version 1.18.1 — 2025-07-11
- Autogear with simulated upgrades, now only takes into consideration the main stat upgrade, not the substats.
Version 1.18.0 — 2025-07-10
- Added JSON diff calculator
- Added optional import to cubedweb
Version 1.17.2 — 2025-07-07
- Fixed a bug with syncing to the backend when uploading a new export file.
- Added better notifications when importing data
Version 1.17.1 — 2025-07-07
- Fixed a bug with gear upgrade analysis
- Fixed a bug with import, readded window refresh
Version 1.17.0 — 2025-06-29
- Added support for autogearing multiple ships at once.
Version 1.16.0 — 2025-06-26
- Added implant slot to the ship card on the ship details page, to be able to swap implants.
Version 1.15.1 — 2025-06-26
- Made autogear page more compact, and moved settings to a modal.
Version 1.15.0 — 2025-06-24
- Added tryToCompleteSets option to autogear. This option penalizes incomplete sets.
- Adjusted defender scoring to be more accurate, by reducing the number of enemies to 2, and increasing the enemy attack to 40k.
Version 1.14.1 — 2025-06-23
- Fixed a bug with set bonus calculation of 4 piece sets
Version 1.14.0 — 2025-06-22
- Added crit 100% to Asphodel and Tormenter import
- Added hard check to autogear stat priorities
- Fixed a bug with offcanvas z-index
Version 1.13.1 — 2025-06-21
- Improved autogear performance
Version 1.13.0 — 2025-06-17
- Added persistent autogear config per ship
Version 1.12.1 — 2025-06-17
- Added total upgrade cost to upgraded gear cards and gear suggestions
Version 1.12.0 — 2025-06-16
- Added gear slot tabs to gear analysis, so you can see the upgrades with the best probability of improving the role score for each slot, for each role.
Version 1.11.0 — 2025-06-16
- Added gear upgrade simulation
- Added possibility in autogear to use upgraded stats
Version 1.10.0 — 2025-06-14
- Added ship image view mode
Version 1.9.0 — 2025-06-13
- Added Help page
Version 1.8.1 — 2025-06-11
- Fixed ship details page after implants rework.
Version 1.8.0 — 2025-06-11
- Added implants as gear, as a first step to autoimplants, so you can browse implants in the gear inventory. NOTE: This require a re-import of your data.
Version 1.7.2 — 2025-06-08
- Added high security defender role
- Roles are now persisted between imports
Version 1.7.1 — 2025-06-07
- Fixed a bug with offensive debuffer score calculation
- Moved ship data to indexedDB
- Fixed a bug with equipping gear already equipped, not always unequipping from other ships
Version 1.7.0 — 2025-06-07
- Added stat bonuses to autogear settings
Version 1.6.0 — 2025-06-07
- Added IndexedDB for gear inventory, to support HUGE inventories
- Add sorting ships by specific stats
Version 1.5.0 — 2025-06-06
- Added defense penetration to attacker autogear calculation
- Added search by equipped ship to gear inventory
Version 1.4.1 — 2025-06-06
- Fixed a bug with implant import
- Fixed a bug with ship import
- Fixed a bug with inventory import
Version 1.4.0 — 2025-06-03
- Added bomber debuffer role
Version 1.3.1 — 2025-06-02
- Smoothed out inventory loading
- Fixed an issue where import was stalling
- Lock state is now saved between imports
Version 1.3.0 — 2025-05-31
- Added lock ship equipment in Autogear page
- Adjusted debuffer score to be more accurate
- Added defensive debuffer role
Version 1.2.0 — 2025-05-31
- Added set bonus stats to gear piece display
- Added set bonus stats to gear upgrade analysis
- Added autofocus to searchbars in gear and ship filters.
- Added better sorting to ship selector, and autofocus on searchbar
- Revamped gear upgrade analysis, shows better recommendations, and shows more pieces.
- Added ignore unleveled gear option to autogear
Version 1.1.0 — 2025-05-31
- Adjusted autogear algorithm to be scalable to inventory size
- Simplified autogear filtering
- Removed numerous loads from db, relying on optimistic updates instead. Page refresh fetches all data again.
Version 1.0.3 — 2025-05-30
- Fixed an issue with ship lock states
Version 1.0.2 — 2025-05-30
- Added search to gear and ship inventories
- Added pagination to gear and ship inventories
Version 1.0.1 — 2025-05-30
- Added gear batchloading
- Added Piercer gear bonus
Version 1.0.0 — 2025-05-29
- Supabase backend
- Import GAME DATA!
Version 0.26.0 — 2025-04-09
- Added implant database page
Version 0.25.0 — 2025-04-07
- Added shared encounters page
Version 0.24.2 — 2025-03-28
- Added buffs data
- Added buff/debuff tooltip
Version 0.24.1 — 2025-03-28
- Better handling of corrupted ship data
Version 0.24.0 — 2025-03-26
- Added healing calculator
- Added hit deconstruction calculator
Version 0.23.0 — 2025-03-18
- Added navigation levels
- Added DPS calculator
- Added Effective HP calculator
Version 0.22.0 — 2025-03-03
- Added shield and hp regen(heal on hit) stats
- Redid defender calculations to be more accurate, by increasing the number and strength of enemies in the simulation. Defender score is now based on how many rounds survived, rather than effective hp. This is done to be able to calculate the effect of shield set, and healing on hit on some ships.
- Units such as Heliodor and Cultivator can be reimported or for Isha added as a refit value to reflect the healing on hit into calculations. I've called this new stat HP Regen.
Version 0.21.0 — 2025-02-27
- Added gear set priority form to the autogear settings page
Version 0.20.1 — 2025-02-26
- Added quick add to ship index page
Version 0.20.0 — 2025-02-25
- Added ship index page
- Added some spice to the styling
Version 0.19.0 — 2025-01-28
- Added gear/implant swapping in simulation page
- Added collapsible implant/refit forms, with better mobile support
Version 0.18.2 — 2025-01-28
- Ship dropdown menu with some nice shortcuts
Version 0.18.1 — 2025-01-26
- Added possibility to delete account from home page
Version 0.18.0 — 2025-01-26
- Added login
- Added firebase storage
- Styling & performance tweaks
Version 0.17.0 — 2025-01-21
- Added gear upgrade analysis
- Fixed a bug with gear/ship link
Version 0.16.4 — 2025-01-15
- Added persistent filters/sorting on gear and ship inventories
- Upgrade suggestion tweaks
Version 0.16.3 — 2025-01-13
- Added upgrade suggestions
- Added max limit to predefined modes secondary requirements
Version 0.16.2 — 2025-01-10
- Added secondary requirements to autogear
Version 0.16.1 — 2025-01-09
- Adjusted effective hp calculation to be much more accurate, thanks to Engwaraato for the new formula
Version 0.16.0 — 2025-01-09
- Added backup and restore feature
- Added ship details page with stat breakdown, refits and implants and gear slot analysis
- Updated ship data with more accurate stats, and more ships
Version 0.15.1 — 2025-01-07
- Adjust stat forms
- Added Valkyrie ship, and adjust Liberator stats
- Add stat breakdown for ships
Version 0.15.0 — 2025-01-06
- Added encounter export as image
- Added encounter description
- further adjustments to autogear algorithm
Version 0.14.3 — 2025-01-06
- Autogear algorithm now always include the gear of the selected ship in the calculations
Version 0.14.2 — 2025-01-05
- Fixed a bug with main stat value calculation on types hacking and security
Version 0.14.1 — 2025-01-05
- Added buffer role to autogearing predefined modes, focusing on speed, boost set and lastly effective hp
- Added manual stat priority weights
- Several adjustments to autogear algorithm and simulation, focusing on debuffers and defenders
Version 0.14.0 — 2025-01-03
- Added home page
- Added joke corner
Version 0.13.0 — 2025-01-03
- Added main stat value suggestions in gear form, based on stars and level
Version 0.12.1 — 2024-12-31
- Adjusted gear piece display to show the ship it is equipped on
Version 0.12.0 — 2024-12-31
- Added ship lock state, that will lock the equipment on the ship
Version 0.11.0 — 2024-12-28
- Added encounter list
Version 0.10.0 — 2024-12-22
- Added shipId to gear to stop duplicated gear on ships, both for ship page and autogearing
- Added team loadouts
Version 0.9.1 — 2024-12-21
- Reworked autogear strategies to get better results
- Added autogear progress indicator
- Adjusted autogear view
Version 0.9.0 — 2024-12-20
- Added autogear brute force mode
- Improved predefined modes
Version 0.8.0 — 2024-12-19
- Added autogear predefined modes
- - Added Attacker (max damage)
- - Added Defender (max HP/def combo)
- - Added Debuffer (270 hacking / max damage)
- - Added Supporter (max heal output)
Version 0.7.2 — 2024-12-16
- Fixed a bug with stat exclusion
- Added static ship data for all ships, instead of fetching from rocky
Version 0.7.1 — 2024-12-15
- Added stat normalization
- Optimized gear and ship forms
Version 0.7 — 2024-12-14
- Added notifications
Version 0.6 — 2024-12-14
- Added loadouts / ship profiles
Version 0.5 — 2024-12-12
- Added sorting
- Formatting improvements
Version 0.4 — 2024-12-12
- Added the rest of the gear sets
- Added stat labels
- Added autogear attack simulation section
- Formatting improvements
Version 0.3 — 2024-12-12
- Added more filters
- Fixed a bug with the changelog modal
- Added active filter display in the gear and ship inventories
Version 0.2.1 — 2024-12-11
- Bugfix ship form
- Modal closes on click outside
Version 0.2.0 — 2024-03-20
- Added changelog system
- Improved mobile responsiveness
- Fixed various UI bugs
- Added filters
Version 0.1.0 — 2024-03-15
- Initial release
- Ship management system
- Gear inventory system
- Auto-gear calculator
- Engineering stats page
