Builds

With no less than 3 different types of Abilities to invest Ability Points in, a variety of Ships to helm, and many types of Weapons and Parts to equip those Ships with, it is perhaps no surprise that Captains new to their careers in the skies of Sios would ask themselves, “What kind of Captain do I want to be, and how do I get there?”

The following Build Guide details some of the most common Builds used by the many Captains of Sios. As they have been proven to be effective, be it during Exploration, against rival Captains, or even in the heat of Clan War, they are recommended Builds that can serve as a guideline for Captains to work out their eventual Build.

Gunner

The standard Build of Sios, Gunners are what the majority of Captains in Sios are, due to their versatility in any situation. Using Builds revolving around Gunnery-based Weapons like Cannons, Gunners combine decent Damage with average Range, and are able to pull their weight in Combat with average HP and Armor. Therefore, they are able to handle almost any Combat situation with reasonable chances of success.

Ability Points Allocation

Gunners should, on average, maintain a 2:1 ratio between Gunnery attribute points and Defense attribute points. This will ensure that the Gunner can dish out reasonable Damage with their Gunnery-based Weapons, while having sufficient HP and Armor to survive long enough in Combat to dish out that damage.

Gunners may choose to accumulate more Ability Points in Defense than the average, thus giving them much more HP and Armor than the average Gunner (or the average Build, even). This is known as a Rock Gunner build, and the idea is to withstand 3 Rounds' worth of Damage from the Attacking Captain, before sinking the latter. A Rock Gunner who uses Anchors to slow down to 50 Speed (the minimum) in the hopes of being attacked for this purpose, is said to be Fishing.

Ships

It is recommended that Captains choose Ships which have an average set of Attributes; that is, Ships which have average Speed, HP, number of Weapon Slots, and Capacity. These include such Ships as the Imperial Corvette, Battle Royale, and Royo Destroyer. The average Attributes of such Ships complements those of Cannons, making for an overall versatile Build.

Captains who intend to be Rock Gunners may instead consider Ships which emphasize HP, at the cost of Speed and a lower number of Weapon Slots. These include the Defense Corvette, Vanguard Frigate, and Aegis Heavy Cruiser. While this limits the Damage potential of Captains helming such Ships, the much higher HP helps in soaking Damage, making the trade-off more than worth it.

Weapons

As the name implies, Gunners should generally rely on Cannons, which is the standard Weapon Type which gains damage bonuses based on the Gunnery Ability. Wherever possible, Gunners should equip a full set (all of their Weapon Slots) of the Cannons with the highest Level requirements they can use at their current Level.

If the Gunner runs into issues with limited Capacity on his/her Ships (particularly at higher Levels), he/she may consider mixing their Cannons with the lower-Weight Subcannons and Missiles, both of which also gain damage bonuses from Gunnery. Apart from saving on Capacity, Subcannons offer generally higher Damage in exchange for sacrificing Range, while Missiles offer greater Range at the cost of sacrificing Damage.

Tactics and Parts

Attack

  • Against opponents with high Speed, Gunners should equip Speed Parts, so as to keep their enemy within range of their Cannons as much as possible. Alternatively, they may try a full set of Missiles, which have great Range and thus more reliable in hitting fleeing opponents.
  • Opponents with high HP tend to have lower Speed, which means keeping them within range of the Gunner's Weapons is not as much of an issue. In such cases, Gunners may consider using Capacity Parts instead, if the extra Capacity these Parts give would allow the Captain to equip more powerful Weapons, thus increasing their Damage potential.
  • In Clan War, enemy Forts only move at 100 Speed; therefore, Gunners may consider focusing on Capacity (and thus maximizing Damage potential), as they usually need to achieve around a mere 150 Speed to remain within Range of the Fort. This Speed may be slightly higher if the Captain is using Subcannons, which have lower Range than Cannons.


Defense

  • Gunners on Defense should have as much HP as possible, as the Attacking Captain gets to fire their Weapons first; thus, higher HP will allow the Gunner a higher chance of surviving the 3 Rounds of Combat. Therefore, it is advisable for a Gunner to use HP Parts.
  • Alternatively, a Gunner may opt for Capacity Parts to increase their Damage potential, if he/she is aiming for a higher chance at sinking any Attackers. This is a riskier Defense strategy however, as the lower HP of Capacity Parts makes it that much more likely for the Captain to get sunk by the opponent.
  • Rock Gunners are especially valuable in Clan War, as they are capable of keeping Attackers from hitting the Fort altogether if built well. However, they are vulnerable to damage from the hard-hitting Rammers.


Classes

  • Pirates are the most recommended Class for Gunners, as their automatic distribution of Gunnery Points potentially gives them the most Damage potential as Gunners. Pirate Gunners should especially consider the use of Subcannons, as their Skills are tailored for the Weapon Type.
  • Mechanics can be good Gunners, due to the default allocation of attribute points into Defense attribute and their Skills enhance their chances for survival in Combat, and thus their ability to dish out Damage. Mechanics are especially ideal for Rock Gunner Builds, due to these traits.
  • Soldiers, with their uniform Ability Points distribution, cannot match the Damage potential of Pirates or the survivability of Mechanics. However, the “Take Aim” and “Preemptive Strike” Skills can be very useful for a Gunner in Combat (especially in Defense).
  • Scouts are not recommended as Gunners, because of their automatic distribution in Navigation Points. See the Class Guide for details.


Missiler

Relying on distance as their sword and their shield, Missilers build their Combat strategy around the long-range capability of the Missile Weapon Type. Aiming to strike at their enemies from afar while staying just out of range of the latter's Range, Missilers attempt to make up for their preferred Weapon Type's low Damage potential with sheer numbers, and try to avoid Damage to themselves rather than attempt to survive it.

Ability Points Allocation

Missilers should, on average, maintain a ratio of 2:1 for the attribute points in Gunnery attribute and Defense attribute. This will ensure that the Missiler can dish out reasonable Damage with their Gunnery-based Missiles, and while Missilers generally aim to avoid taking Damage, having some Defense will help the Missiler to survive situations where doing so cannot be avoided; such as a sufficiently fast Gunner, or a fellow Missiler.

A Glass Missiler is one which invests more Points into Gunnery than the average Missiler. While this does leave the Missiler rather fragile (hence the term), it can also mean that the Missiles of this particular type of Build can really hurt. Glass Missilers in particular really shine at the later levels, where the increased number of Weapon Slots on higher-Level Ships can make up for the lower Damage potential of Missiles.

Navigation (Nav) Missilers are Captains who invests Points in Navigation rather than Gunnery. Such Captains are more typically Rammers, but the Nav Missiler is a workable alternative defense strategy for the latter Build, as Missiles gain damage bonuses from both Gunnery and Navigation. However, Nav Missilers generally have even less Damage potential than the typical Gunnery (Gun) Missiler, so they should not be a first choice in most Combat situations.

Ships

Missilers should rely on Ships which emphasize on Speed and number of Weapon Slots, at the cost of HP and Capacity. These include such Ships as the Smuggler Sloop, Missile Frigate, and Missile Cruiser. Speed is important for helping Missilers stay out of Range of an attacking Captain's Weapons, while a greater number of Weapon Slots allows the Missiler to equip more Missiles, counteracting the Weapon Type's low Damage potential to a certain extent. HP is less of an issue in light of the Missiler's usual aim of avoiding Damage, while Capacity is the same due to the generally low Weight of Missiles.

Weapons

Missiles are, as should be apparent, the Weapon Type of choice for Missilers. A typical Missiler usually equips a full set (all of their Weapon Slots) with Missiles with the highest Level requirements they can use at their current Level. Due to the low Weight of Missiles, Missilers are usually not troubled by Capacity issues.

At higher levels, certain Rare Cannons have greater Range than Common-type Cannons; sometimes in excess of 2000 Yards. As such Cannons have a higher chance to be within Range during the first Round of Combat, some Missilers equip these for the greater Damage potential, which might make up for the higher chance of being out of Range of the opponent in subsequent Rounds.

Tactics and Parts

Attack

  • The basic idea behind the Missiler is to keep out of Range of the opponent, and rely on the great range of Missiles to ensure Damage. Therefore, when on the attack, Missilers should use Anchors to keep their Speed to a minimum, and allow their opponents to put distance between them.
  • While Missilers are most oftened encountered as Missile Defenders in Clan War, their increasing presence have necessitated countermeasures against then. One of the most reliable methods of countering Missiler Defenders is the Counter-Missiler, which uses HP Parts to increase their survivability against the enemy Missiler's Missiles, while using a full set of their own Missiles to negate the Missile Defender's Range advantage.


Defense

  • Missilers on Defense should wish to put as much distance between their Attacking opponent as possible, preventing the latter from damaging them. As such, a Defending Missiler should use exclusively Speed Parts, to maximize their overall Speed. This is especially important against Rammers, which are likely to have higher Speed than them.
  • The Missile Defender is the other common type of Defending Build in Clan War; they can take down Rammers which can usually bust past even the high HP and Armor of a Rock Gunner, because of their high Speed which makes it a lot harder for Rammers to close in on them. However, they can be vulnerable to fast Gunners, which can combine average Speed with average Range to have a greater chance of Damaging Missiler Defenders; Counter-Missilers especially are their greatest bane.


Classes

  • Soldiers are the ideal Class for Missilers, as their uniform automatic distribution of Points to Gunnery and Navigation afford Damage bonuses to Missiles from two sources. The Soldier's Skills are particularly tailor-made for the Weapon Type, such as “Preemptive Strike”, “Good Position”, and “Strafe”.
  • Pirates, with their automatic distribution of Gunnery Points, can give Damage bonuses which outmatch even that of the Soldier's. However, they lack the complementary Skills that Soldiers enjoy, and thus might not be able to use Missiles as well as the latter Class.
  • Mechanics can use Missiles as well as any other Weapon Type, and their automatic distribution to Defense Points and Skills can make for tougher Missilers than the norm. However, like the Pirate, they lack Skills which are complementary with the Weapon Type.
  • Scouts are fair users of Missiles, because their automatic distribution of Navigation Points also gives Damage bonuses to the Weapon Type. Despite that however, Nav Missiler Scouts still cannot match the Damage output of any Gun Missiler, and so Missiles are only recommended in a Defensive capacity for the Scout.


Rammer

Captains who prefer Combat at melee Range, Rammers base their Combat strategy around closing in on the enemy and pummeling with Rams. A risky proposition at the best of times, this approach can nevertheless pay off big time if the Rammer can get close enough, as Rams can unleash devastation unmatched by any other Weapon Type. Because of this, Speed is crucial to the Rammer's strategy, and a Rammer's success or failure hinges on whether he/she was fast enough to catch up to the enemy.

Ability Points Allocation

Rammers should, on average, maintain a 2:1 ratio between Navigation and Defense Points. This is because of the fact that Rams are the only Weapon Type to gain Damage bonuses exclusively from that particular Ability. Also, as Navigation adds to the overall Speed of a Captain's Ship, a high Navigation also helps the Rammer to get within Range of their opponent. Having some Defense is also crucial for Rammers, for it is a given that they will face enemy fire while closing in onto the target.

A Glass Rammer is one which invests more Points into Navigation than the average Rammer. Because of this, the Rams of this particular type of Build can be quite devastating, and because of the very high amount of Navigation Points, Glass Rammers are somewhat better able to close in on their enemy while Attacking. However, the lower Defense of Glass Rammers means they are rather more fragile, which makes closing in on the enemy an outright gamble; they are especially vulnerable to Missilers, which retain a fairly good chance of evading them altogether, and find it easier to sink them with Missiles.

Rock Rammers, on the other hand, invests more Points into Defense than the average Rammer. Because Rammers are especially vulnerable to Missilers, which they generally cannot catch up to and which can pelt the former with their Missiles, Rock Rammers aim to survive Combat with a Missiler by soaking Damage. While such a Build reduces the Damage potential of Rock Rammers, and makes them somewhat less effective while Attacking in Combat, Rock Rammers can more reliably survive to Attack enemy Forts in Clan War, and are the only type of Rammer which can Defend their own Forts with any reasonable chance of success.

Ships

The choice of Ships which Rammers should pick for their use should ideally emphasize on Capacity and Speed, at the cost of below-average HP and number of Weapon Slots. These include such Ships as the Merchant Galleon, Cargo Dirigible, and Heavy Freighter. Because Rams have the most Weight of the Weapon Types, Capacity is the most precious commodity for a Rammer, and will remain so throughout. Speed is also important for the Rammer to attempt to close within Range of his/her Rams. Although HP is also important to a Rammer, it's not as much so as the Capacity which a Rammer can get from his/her Ship, while Weapon Slots are almost a non-issue for them.

Weapons

Rams are the bread and butter of the Rammer, as goes without saying. Because of the extreme Weight of Rams, Rammers will face Capacity issues with their Ships right from the beginning, and it will remain a puzzle throughout their careers. Because of this, it is likely that Rammers will have to mix and match Rams of different Level requirements much earlier than other Builds, and Rams with high Damage-to-Weight ratios will always be much sought for.

Because Missiles also gain Damage bonuses from Navigation, and generally have low Weight requirements, it is possible to use the Weapon Type in a Rammer's Weapons setup as a Capacity-saving measure, particularly if the Rammer wishes to fit Rams with high Weight.

Tactics and Parts

Attack

  • A Rammer which cannot get within close Range of his/her enemy cannot use his/her Rams, and is doomed to failure. Therefore, Rammers should prioritize Speed Parts, giving exceptions only for Capacity Parts, as these can increase the Damage potential of a Rammer even further. Nevertheless, a Rammer's concern should always be as much Speed as possible.
  • A Rammer's bane is the Missiler, as the latter usually has too much Speed for even the fastest of Glass Rammers to catch. Therefore, Rammers should take care to avoid Attacking Missilers in Combat; Soldiers are the most common Missilers, so Rammers should take note to avoid them especially.
  • Enemy Forts in Clan War move at a mere 100 Speed, which means Speed is not as much of an issue for Rammers. Therefore, around 200 Speed is generally sufficient for Rammers on Attack, especially since it gives them a better chance of surviving Missile Defenders than attempting to catch and sink them. During Clan War, attacking Rammers should thus focus on Damage potential, more than total Speed.


Defense

  • The goal of Rock Rammers on Defense is to get within melee Range of attacking Captains, and then sinking them before they can get to the Fort. To this effect, Rock Rammers should use Anchors to reduce their Speed to the minimum, so as to give themselves the highest chance of that happening. Rock Rammer Defenders should also prioritize Capacity Parts to maximize their Damage potential, and HP Parts to increase their ability to soak Damage from Attackers.


Classes

  • Scouts make for the best Rammers, as they have automatic distribution Points to Navigation (which gives Damage bonuses to Rams), and also possess Skills which are tailor-made for Rams. Skills like “Blitz”, “Outmaneuver” and “Ramming Speed” are useful for the Rammer on Attack and Defense.
  • Mechanics can use Rams as well as any other Weapon Type, and their automatic distribution to Defense attribute and Skills can be very useful in increasing the survivability of a Rammer in Combat. Because of this, Mechanics can also make for the ideal Class for the Rock Rammer Build.
  • Soldiers and Pirates are not recommended as Rammers, because their automatic distribution of Gunnery Points are wasted on Rams.