General Build Strategies

“This is my life's work, the fruit of my sweat and tears; a manual of effective Captaincy, created through a lifetime's experience of airship management and combat. It details the most efficient strategies a Captain could ever wish to know; these include the skills and abilities one should develop to fit one's style, the right ship for the right job, the proper equipment that each individual Captain should have, and what a Captain and his or her crew should be trained to do during battle, amongst other advice. Shall you fail to heed my written words, it is your choice; you shall but come to rue it when your crippled ship is plunging yet again into the dirt, and mark my words, such will indeed come to pass.” - Mikael Lee, the Wandering Strategist

In Battlestations!, the game mechanics are such that specialized builds tend to be more effective than “hybrid” builds. This means that Captains who allocates Ability Points exclusively to Gunnery or Navigation will be more efficient at dealing Damage than Captains who split Ability Points between these two Abilities; similarly, Captains who specialize in the use of a particular Weapon Types e.g. Cannons or Rams, will be more efficient that those who uses a mix of Weapon Types in their setup. Therefore, Captains should decide on a particular Build Strategy from the very start, and choose their Ships and Weapons accordingly.

The most efficient build strategies are as follows:

  • Gunner
  1. Preferred Class: Pirate. Optional: Mechanic, Soldier. Not recommended: Scout
  2. Ability Points Allocation: Gunnery, Defense. Avoid allocating Points in Navigation.
  3. Preferred Weapon Type: Cannons, Subcannons. Optional: Missiles. Not recommended: Rams


Gunners are the most versatile type of Captain in Battlestations!, with decent Damage, good Range on their preferred Weapons, average Speed, and good HP. Depending on the Gunnery:Defense distribution of Ability Points and type of Ship used, Gunners may Attack or Defend in Battle or Clan War with equal efficiency. This makes Gunners a good choice for Captains who are new to the world of Battlestations!

  • Missiler
  1. Preferred Class: Soldier. Optional: Mechanic, Pirate, Scout.
  2. Ability Points Allocation: Gunnery, Defense. For Scouts: Navigation, Defense
  3. Preferred Weapon Type: Missiles. Optional: Cannons. Not recommended: Subcannons, Rams


The Missiler is a Captain whose main approach to Combat revolves around the long ranges of the Missile Weapon Type. Missilers are generally weak on Attack, but they are usually strong in Defense due to their use of Speed as a defensive strategy. Because the Damage bonus calculation of Missiles involves both Gunnery and Navigation, Missilers are the only kind of Captains who might benefit from a “hybrid” allocation of Ability Points, and this also means that any Class can pursue this strategy relatively efficiently.

  • Rammer
  1. Preferred Class: Scout. Optional: Mechanic. Not recommended: Pirate, Soldier
  2. Ability Points Allocation: Navigation, Defense. Avoid allocating Points in Gunnery.
  3. Preferred Weapon Type: Rams. Optional: Missiles. Not recommended: Cannons, Subcannons.


Captains who specialize in the high Damage, low Range Rams are known, naturally, as Rammers. Because the Damage bonus calculation of Rams are based on Navigation, this typically makes the Rammer strategy the only viable one for Scouts, although Mechanics can also do well as Rammers. Due to the low Range and high Weight of Rams, Rammers require Ships with high Speed and Capacity to be effective, and their Combat strategy requires that they have sufficient Speed to get within Range of their targets. Rammers are the hardest build strategy to pursue, but their high Damage potential can be more than worth it.


See the Build Guide for more information on the three main Builds.

Note on Stat Point Distribution

“Train for the worst, pray for the best. Learn from your elders and maybe you will teach them one day.” - Captain Aaron “Crazy Old Coot” Shutters, Clan Master (retired) of the Phoenix Corporation 13th Dragoons

While the choice of Ships, Weapons and Parts in the early game is practically universal, this is not the case for stat point distribution; a Captain should have a particular Build Strategy in mind, and distribute the Stat Points they obtain from Leveling up according to that particular Build Strategy, from the very start. This necessity is complicated by the fact that different Classes have different automatic Stat Points distribution per Level-up; however, this is also what makes certain Classes more suitable for certain Build Strategies. Therefore, the choice of Class is also a very important decision, as it directly affects the potential amount of Points a Captain can have in a Stat, and by association the effectiveness of the Captain's chosen Build Strategy.

This New Player's Guide will be providing Stat Points distribution ratios which are essential to creating a balanced version of each particular Build Strategy; that is, distribution ratios that will allow the Captain to be proficient in both attack and defense, while providing no particular strengths or weaknesses. Each of the three main Build Strategies have certain subset Build Strategies which have a focus on one particular aspect of the Captain's Combat ability at the expense of others; Captains may pursue these variants by adjusting their Stat Points distribution from the recommended distribution ratio here accordingly.

The recommended Stat Points distribution ratios which will be provided by this Guide will also be based on each Build Strategy's favoured Classes. Build Strategies attempted with non-favoured Classes are of course possible…but will not be as effective as when attempted with the favoured Classes, thus the exclusion from the New Player's Guide.

Level 1-10

“I wonder what this thing here does? I'll just press it and see what happens; no harm doing that, right?” - Captain Tearle “One-Eye” Pearlesque, just prior to receiving the “One-Eye” moniker

All Captains start out as the Sailor Class for the first 10 Levels, which means every Captain in this Level range have the same automatic Ability Points distribution ratio. This, along with the low number of overall Ability Points a Captain in this Level range might have, as well as the limited choice of Ships, Weapons and Parts, and the unavailability of Captains vs. Captain Battles until later, means that build strategy isn't as important here as it would until the later Level ranges; nevertheless, Captains are well advised to start allocating Ability Points according to one of the above recommended Build Strategies from the start, as Points allocated here carry on to the later Level ranges.

Applicable for all Strategies

Ships: The Interceptor is superior to the Patrol Boat in almost every aspect apart from HP; therefore, it is the more effective choice for any task a Captain of this Level range would have access to. Upgrade the Interceptor to Ship Level 6 for the 3rd Weapon Slot, but no further unless necessary; you will need to save the Resources to buy the Gunboat at Level 10.

Weapons: Purchase 2 Standard Cannons (Level 5 Cannon) at Level 5, and a 3rd when you get the Interceptor's 3rd Weapon Slot at Level 6. This should be plenty for most purposes, although if you really want, you can upgrade the Interceptor to Ship Level 8, and buy 3x Mortars (Level 8 Missile) for a firepower boost. Either way, when you get the Gunboat at Level 10, buy 3x Heavy Cannons (Level 10 Cannon).

Parts: The Mahi Mahi quests should provide you with a free Improved Engine (Level 3 Engine), Reinforced Hull (Level 4 Hull), and Bandit Sail (Level 8 Sail), so do the quests instead of wasting Gold and Resources buying them from the Shop. Buy the Oak Paddles (Level 7 Stabilizers) and the Ram Figurehead (Level 8 Figurehead) when you can use them. When you reach Level 10, buy Light Armor (Level 10 Hull) and Turbo Charger (Level 10 Engine).

Stat Points

While every Captain is a Sailor for the first 10 Levels, it is still advisable to begin allocating Stat Points according to the Build Strategy that one would want to pursue in the future. The ratio according to which a Captain should distribute his/her Stat Points are as follows, based on each Build Strategy:

Gunner: Pirates are the favoured Class for this Build Strategy, and they get 3 Points automatically allocated to Gunnery every 2 Levels. Captains intending to be Pirate Gunners should, on average, distribute 9 Points to Defense and 6 Points to Gunnery every 5 Levels.

Mechanics can also be effective Gunners, and they get 3 Points automatically allocated to Defense every 2 Levels. Captains intending to be Mechanic Gunners should, on average, distribute 5 Points to Gunnery and 1 Point to Defense every 2 Levels.

Missiler: Soldiers are the favoured Class for this Build Strategy, although every other Class is capable of utilizing this Build Strategy to varying effectiveness. Soldiers get 1 Point automatically allocated to Gunnery, Defense and Navigation each, although unlike other Classes, they only get 2 Points for free distribution. Captains intending to be Soldier Missilers should, on average, distribute 3 Points to Gunnery and 1 Point to Defense every 2 Levels.

Rammer: Scouts are the favoured Class for this Build Strategy, and they get 3 Points automatically allocated to Navigation every 2 Levels. Captains intending to be Scout Rammers should, on average, distribute 3 Points to Navigation and 3 Points to Defense every 2 Levels.

Mechanics can also be effective Rammers, and they get 3 Points automatically allocated to Defense every 2 Levels. Captains intending to be Mechanic Rammers should, on average, distribute 8 Points to Navigation and 1 Point to Defense every 3 Levels.

Level 11-20

“Every, single, last one, of ye here. Freckin' know-nothings, all of ya. All of ya thinkin' ya'll hot stuff, flyin' out into the skies like it's da next big thang. I'll be here laffin' at the lot of ye once you newbies crash and burn! *hic*” - Captain Samus Isagal Hammer, Bounty Hunter

The next Level range is characterized by two things; one is the division of Captains into the four main Classes of Battlestations! at Level 11, which allows Captains to really begin the pursuit of different Build Strategies. The other, unfortunately, is the advent of the Gunboat as the sole available Ship in this Level range, severely limiting Captains' choices. Therefore, whatever Class may be chosen and whatever Build Strategy might be pursued by an individual Captain, this Level range will play out much like the previous one.

Gunner

Stats: By Level 20, Pirate Gunners should have around 36 Defense and 54 Gunnery, while Mechanic Gunners should have around 40 Defense and 50 Gunnery.

Ships: There is really only one Ship available; the Gunboat. Continue Upgrading it throughout this Level range.

Weapons: Purchase 3 Bombards (Level 15 Cannon) at Level 15. This is also the time when you would likely first encounter Uncommon and Rare Weapons; in this case, the Advanced Cannon (Level 10 Uncommon Cannon) and Snowball Launcher (Level 15 Rare Cannon). These Weapons cannot be purchased at the Shop, and can only be gotten from Treasure Chests or the Auction House. Use these if you're lucky enough to come across them, but there's no need to go out of your way to acquire such weapons; they often cost more in the Auctions than they are worth, and given the high speed at which Captains attain the early Levels, they will become obsolete very quickly.

At Level 20, buy 3x Imperial Cannons (Level 20 Cannon). The Pie Launcher (Level 20 Rare Cannon) becomes usable at this point; it has much better Range than any other Cannon you would have encountered by this point, but it's damage is frankly pathetic compared to the Imperial Cannon. Better known as the signature joke Weapon of Battlestations!, there's no point spending too much resources to get them, but it is worth keeping any you may find, as they are the ingredients for a fairly decent Cannon much later on in the game.

Parts: Buy the Skull Figurehead (Level 15 Figurehead) and Great Sail (Level 15 Sail) and Compound Armor (Level 15 Hull) at Level 15, the Guide Rudder (Level 18 Stabilizer) at Level 18, and the Heavy Armor (Level 20 Hull) and Solid Booster (Level 20 Engine) at Level 20. You may also encounter Rare Parts like the Buckler Crest (Level 17 Rare Figurehead), Pirate Sail (Level 10 Rare Sail) and Swashbuckler Sail (Level 20 Rare Sail) at this point; like Rare Weapons, don't go out of your way to acquire these Rare Parts.

Missiler

Stats: By Level 20, a Soldier Missiler should have around 30 Defense, 50 Gunnery, and 20 Navigation.

Ships: There is really only one Ship available; the Gunboat. Continue Upgrading it throughout this Level range.

Weapons: Purchase 3 Heavy Torpedoes (Level 13 Missile) at Level 13, and 3 Mortars (Level 18 Missile) at Level 18.

Parts: Buy the Skull Figurehead (Level 15 Figurehead) and Great Sail (Level 15 Sail) and Compound Armor (Level 15 Hull) at Level 15, the Guide Rudder (Level 18 Stabilizer) at Level 18, and the Heavy Armor (Level 20 Hull) and Solid Booster (Level 20 Engine) at Level 20. You may also encounter Rare Parts like the Buckler Crest (Level 17 Rare Figurehead), Pirate Sail (Level 10 Rare Sail) and Swashbuckler Sail (Level 20 Rare Sail) at this point; like Rare Weapons, don't go out of your way to acquire these Rare Parts.

Rammer

Stats: By Level 20, a Scout Rammer should have around 30 Defense and 60 Navigation, while a Mechanic Rammer should have around 36 Defense and 54 Navigation.

Ships: There is really only one Ship available; the Gunboat. Continue Upgrading it throughout this Level range.

Weapons: Unfortunately, as the first Ram doesn't become available until Level 20, Rammers have no choice but to copy the Missiler Strategy until that point, so as to make the best use of their Navigation Points. Purchase 3 Heavy Torpedoes (Level 13 Missile) at Level 13, and 3 Pyrotechnics Arrays (Level 18 Missile) at Level 18.

The first Ram you will be able to use is the Battering Ram (Level 20 Ram) at Level 20; this will likely also be the first time you'll see just how heavy Rams can be. You will not be able to fit more than one Battering Ram on the Gunboat, and even that only with some assistance; see “Parts” below. Because of this, you may consider continuing with the temporary Missiler Strategy for the moment instead.

Parts: Buy the Skull Figurehead (Level 15 Figurehead) and Great Sail (Level 15 Sail) and Compound Armor (Level 15 Hull) at Level 15, the Guide Rudder (Level 18 Stabilizer) at Level 18, and the Heavy Armor (Level 20 Hull) and Solid Booster (Level 20 Engine) at Level 20. You may also encounter Rare Parts like the Buckler Crest (Level 17 Rare Figurehead), Pirate Sail (Level 10 Rare Sail) and Swashbuckler Sail (Level 20 Rare Sail) at this point; like Rare Weapons, don't go out of your way to acquire these Rare Parts.

If you wish to use the Battering Ram at Level 20, invest in an Expanded Cabin (Level 10 Hull). The first Capacity-type Hull you will encounter, while the Expanded Cabin does not give you additional HP like the other Hulls in the same Level range, it does give additional Capacity, which will likely be the only way to fit that Battering Ram.

Level 21-30

The Gunboat will remain the only Ship available for the majority of this Level range, which means that Missiler and Rammers will continue to be weak relative to Gunners. However, new Ships will become available by Level 30, and in one case as early as Level 25. Be cautious on Attack, as these new Ships will start bringing out the best in each Build Strategy for the first time.

Gunner

Stats: By Level 30, a Pirate Gunner should have around 54 Defense and 81 Gunnery, while a Mechanic Gunner should have around 60 Defense and 75 Gunnery.

Ships: If you plan to pursue a more offensive strategy focusing on attack power, continue using and upgrading the Gunboat to Ship Level 6. Although the first high-Slots Ship, the Imperial Corvette becomes available at Level 30, do not purchase it yet; it doesn't get its 4th Weapon Slot until Level 33, 2 Levels later than the Gunboat.

However, if you're planning to pursue a more defensive “fat cow” strategy, focusing on high HP at the expense of attack power, stop upgrading the Gunboat at Ship Level 4, and switch to the Defense Corvette at Level 25. The first high-HP Ship usable, the Defense Corvette will have better HP and Capacity than the Gunboat at every Level, but at the expense of lower Speed, and no 4th Weapon Slot until Ship Level 7 at Level 46.

Weapons: At Level 25, buy 3x Long Barrels (Level 25 Cannon) to replace your Imperial Cannons. At Level 30, buy 3x Imperial Heavy Cannons (Level 30 Cannon) and Firebolt Cannons (Level 30 Cannons).

Parts: At Level 25, buy the Twin Sails (Level 25 Sail) and Aero Dynamic Hull (Level 25 Hull). The Aero Dynamic Hull will be the first Speed-type Hull you will encounter; these Hulls add Speed when equipped to a Ship, but gives less additional HP than the normal HP-type Hull. The Speed-type Hulls are useful for closing within range during Attack, or fleeing from an Attacker during Defense.

At Level 28, buy the Duelist Crest (Level 28 Figurehead) and Winged Oars (Level 28 Stabilizer). At Level 30, buy the Timing Valve (Level 30 Engine).

If you obtain the War Ram Figurehead (Level 22 Rare Figurehead) or Bomb Sail (Level 30 Rare Sail) by chance, use it by all means, but don't go out of your way to obtain these.

Although the Light Anchor (Level 10 Stabilizer) is the first Anchor-type Stabilizer you can buy from the Shop, the advent of the Defense Corvette at Level 25 makes Fishing (reducing Speed to the minimum 50 Speed, equipping the best Weapons and maximizing HP) viable for the first time. To that effect, “fat cow” Gunners may also consider buying the Heavy Anchor (Level 23 Stabilizer), or using the Slaver Chains (Level 30 Rare Stabilizer) if they can get them).

Missiler

Stats: By Level 30, a Soldier Missiler should have around 45 Defense, 75 Gunnery, and 30 Navigation.

Ships: Continue using and upgrading the Gunboat to Ship Level 6.

The first high-Speed Ship, the Smuggler Sloop, becomes available at Level 30. However, while high-Speed Ships are usually the optimal choice for Missilers, the merits of the Smuggler Sloop are questionable since it starts with only 2 Weapon Slots, and does not get its 3rd until Ship Level 5 at Level 45. Captains using Smuggler Sloops may have the Speed to evade anyone on Defense, but will have little if no chance at all of sinking anyone with the low-Damage Missiles.

In light of this, you may consider sticking with the Gunboat, as it will retain 3 Weapon Slots while having slightly higher Speed than the Imperial Corvette.

Weapons: At Level 23, purchase 3x Heavy Mortars (Level 23 Missiles). At Level 28, purchase 3x Imperial Torpedoes (Level 28 Missiles). If you choose to use the Smuggler Sloop at Level 30, you will only need 2 Imperial Torpedoes.

Parts: At Level 25, buy the Twin Sails (Level 25 Sail) and Aero Dynamic Hull (Level 25 Hull). The Aero Dynamic Hull will be the first Speed-type Hull you will encounter; these Hulls add Speed when equipped to a Ship, but gives less additional HP than the normal HP-type Hull. The Speed-type Hulls are especially useful for Missilers, whose Defense strategy generally involves putting as much range as possible between themselves and their Attackers.

At Level 28, buy the Winged Oars (Level 28 Stabilizer). At Level 30, buy the Timing Valve (Level 30 Engine).

If you obtain the War Ram Figurehead (Level 22 Rare Figurehead) or Bomb Sail (Level 30 Rare Sail) by chance, use it by all means, but don't go out of your way to obtain these.

Rammer

Stats: By Level 30, a Scout Rammer should have around 45 Defense and 90 Navigation, while a Mechanic Rammer should have around 55 Defense and 80 Navigation.

Ships: Continue using and upgrading the Gunboat to Ship Level 6.

The first high-Capacity Ship, the Merchant Galleon, becomes available at Level 30. This is probably when the Rammer strategy becomes viable for the first time, so get this Ship ASAP.

Optionally, you might try being a “fat cow” Rammer, which like the “fat cow” Gunner, sacrifices attack power for increased HP. Get the Defense Corvette at Level 25, and upgrade accordingly.

Weapons: If you've opted to copy the Missiler strategy from the previous Level range, continue to do so during this Level range.

If you've opted to try using the Battering Ram no matter what instead, complement the Battering Ram with 2x Standard Torpedoes (Level 8 Missile) at Level 22, 2x Mortars (Level 18 Missile) at Level 25, and 1x Imperial Torpedo (Level 28 Missile) and 1x Heavy Mortar (Level 23 Missile) at Level 28.

When you've gotten your Merchant Galleon at Level 30, buy one more Battering Ram to make it 2, and equip both on your new Ship.

If you're using the Defense Corvette instead, complement the Battering Ram with 2x Heavy Mortars at Level 25, and 2x Serpent Torpedoes at Level 28.

Parts: At Level 25, buy the Twin Sails (Level 25 Sail). At Level 28, buy the Winged Oars (Level 28 Stabilizer). At Level 30, buy the Timing Valve (Level 30 Engine) and the Cargo Hold (Level 30 Hull). The Cargo Hold is the next available Capacity-type Hull, and unlike the Expanded Cabin, will give some additional HP.

If you obtain the War Ram Figurehead (Level 22 Rare Figurehead) or Bomb Sail (Level 30 Rare Sail) by chance, use it by all means, but don't go out of your way to obtain these.

Although the Light Anchor (Level 10 Stabilizer) is the first Anchor-type Stabilizer you can buy from the Shop, the advent of the Defense Corvette at Level 25 makes Fishing (reducing Speed to the minimum 50 Speed, equipping the best Weapons and maximizing HP) viable for the first time. To that effect, “fat cow” Rammers may also consider buying the Heavy Anchor (Level 23 Stabilizer), or using the Slaver Chains (Level 30 Rare Stabilizer) if they can get them).

Level 31-40

This is the Level range where different types of Ships become available for the first time, and because of this, is also when the different Build Strategies really become viable for the first time. Gunners will continue to have an easy time of it, although Rammers will benefit greatly from the arrival of the first Ship suitable to their playstyle. Unfortunately, Missilers are the underpowered Build for a good part of the early Levels, and would be well-served to adopt a hybrid Missiler-Gunner strategy to tide them over until they can come into their own.

Gunner

Stats: By Level 40, a Pirate Gunner should have around 72 Defense and 108 Gunnery, while a Mechanic Gunner should have around 80 Defense and 100 Gunnery.

Ships: Attack-oriented Gunners should upgrade their Gunboat one more time to Ship Level 7 at Level 31, then switch to and upgrade their Imperial Corvette to Ship Level 1 and Level 33, so as to retain the use of a 4th Weapon Slot. Continue upgrading the Imperial Corvette each time an upgrade becomes available.

“Fat cow” Gunners should retain and upgrade their Defense Corvette through the Level range.

Weapons: At Level 31, Attack-oriented Gunners should buy a 4th Imperial Heavy Cannon to fit into the Gunboat's 4th Weapon Slot. The Imperial Heavy Cannons can be used again when the Imperial Corvette get its 4th Slot at Level 33.

At Level 35, buy 4x Firebolt Cannons (Level 35 Cannon). At Level 40, buy 4x Fireball Cannons (Level 40 Cannon). You may also encounter the Siege Cannon (Level 40 Uncommon Cannon), which has a Damage range with a lower minimum but a larger maximum than the Impact Cannon, as well as a huge 1600 Range. This Cannon is especially useful for hitting Missilers, but is otherwise not that reliable; again, don't go out of your way to obtain one.

For “fat cow” Gunners, buy 3x Firebolt Cannons at Level 35, and 3x Fireball Cannons at Level 40.

Parts: At Level 35, buy the Triple Sails (Level 35 Sail) and the Shield Armor (Level 35 Hull). At Level 38, buy the Stabilizer Fins (Level 38 Stabilizer). At Level 40, buy the Fuel Injector (Level 40 Engine) and the Speed-type Advanced Plating (Level 40 Hull).

If you have obtained an Alloy Plating (Level 40 Rare Hull) or a Demon Sail (Level 40 Rare Sail), hold on to them and do not Recycle or Auction them in any circumstance whatsoever. Not only do these Rare Parts have superior attributes, they are also valuable as Crafting ingredients for higher-Level Parts later in the game.

For fishing, the only new Anchor-type Stabilizers are the Air Brakes (Level 32 Rare Stabilizer). As a Rare Part, once again, do not go out of your way to obtain one.

Missiler

Stats: By Level 40, a Soldier Missiler should have around 60 Defense, 100 Gunnery and 40 Navigation.

Ships: Retain and upgrade the Smuggler Sloop through the Level range.

Because Missilers are severely underpowered during this time, and generally have similar Ability Points distribution with Gunners, it may pay off to copy the Gunner strategy for the time being. In this case, upgrade the Gunboat to Ship Level 7 at Level 31, and switch to the Imperial Corvette at Level 33.

Weapons: If you're using a Gunboat, buy a 4th Serpent Torpedo at Level 31.

At Level 33, buy Howitzers (Level 33 Missile) (2 for Smuggler Sloop, 4 for Imperial Corvette). At Level 38, buy Imperial Heavy Torpedoes (Level 38 Missile) (2 for Smuggler Sloop, 4 for Imperial Corvette).

The first Rare Weapon for Missilers, the Aerial Mines (Level 35 Rare Missile) is usable during this time. The Aerial Mines is unique in that, apart from having a higher Range than other Missiles, it has an extremely low minimum and an extremely high maximum Damage range. If you obtain one by chance, use it by all means, but don't go out of your way to obtain one in the first place.

Parts: At Level 35, buy the Triple Sails (Level 35 Sail). At Level 38, buy the Stabilizer Fins (Level 38 Stabilizer). At Level 40, buy the Fuel Injector (Level 40 Engine) and the Speed-type Advanced Plating (Level 40 Hull).

If you have obtained an Alloy Plating (Level 40 Rare Hull) or a Demon Sail (Level 40 Rare Sail), hold on to them and do not Recycle or Auction them in any circumstance whatsoever. Not only do these Rare Parts have superior attributes, they are also valuable as Crafting ingredients for higher-Level Parts later in the game.

Rammer

Stats: By Level 40, a Scout Rammer should have around 60 Defense and 120 Navigation, while a Mechanic Rammer should have around 73 Defense and 103 Navigation.

Ships: Retain and upgrade the Merchant Galleon throughout the Level range.

“Fat cow” Rammers should retain and upgrade their Defense Corvette through the Level range.

Weapons: You will not get any new Weapon Slots during this range, so retain your 2 Battering Rams.
The first Rare Weapon for Rammers, the Hyper Drill (Level 40 Rare Ram) is usable during this time. If you obtain one by chance, use it by all means, but don't go out of your way to obtain one in the first place. Also, keep it in your inventory at all costs; it is a valuable Crafting ingredient for a high-Level Ram later in the game.

If you're using the Defense Corvette instead, complement the Battering Ram with 2x Howitzers at Level 33, and 2x Imperial Heavy Torpedoes at Level 38.

Parts: At Level 35, buy the Triple Sails (Level 35 Sail). At Level 38, buy the Stabilizer Fins (Level 38 Stabilizer). At Level 40, buy the Fuel Injector (Level 40 Engine).

If you have obtained an Alloy Plating (Level 40 Rare Hull) or a Demon Sail (Level 40 Rare Sail), hold on to them and do not Recycle or Auction them in any circumstance whatsoever. Not only do these Rare Parts have superior attributes, they are also valuable as Crafting ingredients for higher-Level Parts later in the game.

For fishing, the only new Anchor-type Stabilizers are the Air Brakes (Level 32 Rare Stabilizer). As a Rare Part, once again, do not go out of your way to obtain one.

Level 41-50

Rammers become very dangerous at this Level range, due to the Merchant Galleon gaining a 3rd Weapon Slot at Level 45; Captains are well-advised to think twice before attacking Level 45+ Rammers. Gunners will begin to face Capacity issues as Cannons come with greater Weight at the end of this Level range, which makes Subcannons useful for the first time. Attack-oriented Gunners will face some difficulty during this time, as “fat cow” Builds benefit from the 4th Weapon Slot of the Defense Corvette at Level 46. Missilers remain underpowered, despite a new high-Speed Ship being available at Level 50.

Gunner

Stats: By Level 50, a Pirate Gunner should have around 90 Defense and 135 Gunnery, while a Mechanic Gunner should have around 100 Defense and 125 Gunnery.

Ships: Attack-oriented Gunners should retain and upgrade their Imperial Corvette through the Level range.

“Fat cow” Gunners should retain and upgrade their Defense Corvette through the Level range; you will get a 4th Weapon Slot at Level 46.

Weapons: At Level 50, Attack-oriented Gunners should buy 3 Impact Cannons (Level 50 Cannon) and a Solid Bazooka (Level 50 Subcannon). It is possible to fit a 4th Impact Cannon using a Stealth Sheath (Level 50 Hull), but this does come at the cost of some HP.

For “fat cow” Gunners, there should be no problems fitting 4 Impact Cannons.

Rare Weapons usable during this Level range are the Black Cannon (Level 50 Rare Cannon) and Dardanelles Gun (Level 50 Rare Subcannon). Both Rare Weapons have very good Damage potential for their Level range; unfortunately, they are also hard to obtain without purchase through the Ocho Shop.

Parts: At Level 45, buy the Black Skull Crest (Level 45 Figurehead), Solar Sail (Level 45 Sail), and Standard Plating (Level 45 Hull). At Level 48, buy the Gyroscope (Level 48 Stabilizer). At Level 50, buy the Super Charger (Level 50) and the Speed-type Stealth Sheath (Level 50 Hull).

For fishing, buy the Anchor-type Mass Anchor (Level 42 Stabilizers). If you need more stopping power, it can be found in the Anchor-type Air Brakes MK2 (Level 50 Stabilizers).

Rare Parts usable during this Level range are the Outriggers (Level 45 Rare Stabilizers), the Nitro Engine (Level 50 Uncommon Engine) and the El Toro Crest (Level 50 Rare Figurehead). While the Outriggers and the Nitro Engine merely offer some Weight savings against the Gyroscope and Super Charger respectively, the El Toro Crest is extremely useful in that the Speed it adds to a Ship when equipped is not matched by any other Figurehead until Level 80. Naturally, the El Toro Crest is not easy to obtain outside of purchase through the Ocho Shop, but this is probably the first Rare Part you'll encounter that might actually be worth the effort and Gold spent.

Missiler

Stats: By Level 50, a Soldier Missiler should have around 75 Defense, 125 Gunnery and 50 Navigation.

Ships: Retain and upgrade the Smuggler Sloop throughout the Level range; you will finally get a 3rd Weapon Slot at Level 45.

Missilers adopting the Gunner strategy for the time being should retain and upgrade the Imperial Corvette throughout the Level range.

Weapons: At Level 43, buy Cluster Rockets (Level 43 Missile) (2 for Smuggler Sloop, 4 for Imperial Corvette). At Level 48, buy Heavy Rockets (Level 48 Missile) (3 for Smuggler Sloop, 4 for Imperial Corvette).

The Judicator Missile (Level 50 Rare Missile) is usable during this time. The Judicator Missile is the first 5000 Range Missile you'll encounter in Battlestations!; Missiles with this kind of Range are very useful, because they guarantee at least 2 sure volleys during Battle. Of course, they are hard to obtain outside of the Ocho Shop; don't break your bank trying to get a full set.

Parts: At Level 45, buy the Black Skull Crest (Level 45 Figurehead) and Solar Sail (Level 45 Sail). At Level 48, buy the Gyroscope (Level 48 Stabilizer). At Level 50, buy the Super Charger (Level 50) and the Speed-type Stealth Sheath (Level 50 Hull).

Rare Parts usable during this Level range are the Outriggers (Level 45 Rare Stabilizers), the Nitro Engine (Level 50 Uncommon Engine) and the El Toro Crest (Level 50 Rare Figurehead). While the Outriggers and the Nitro Engine merely offer some Weight savings against the Gyroscope and Super Charger respectively, the El Toro Crest is extremely useful in that the Speed it adds to a Ship when equipped is not matched by any other Figurehead until Level 80. Naturally, the El Toro Crest is not easy to obtain outside of purchase through the Ocho Shop, but this is probably the first Rare Part you'll encounter that might actually be worth the effort and Gold spent.

Rammer

Stats: By Level 50, a Scout Rammer should have around 75 Defense and 150 Navigation, while a Mechanic Rammer should have around 91 Defense and 134 Navigation.

Ships: Retain and upgrade the Merchant Galleon throughout the Level range; you will get a 3rd Weapon Slot at Level 45.

“Fat cow” Rammers should retain and upgrade their Defense Corvette through the Level range; you will get a 4th Weapon Slot at Level 46.

Weapons: At Level 45, buy a 3rd Battering Ram. At Level 50, buy a Ramming Piston (Level 50 Ram) to replace one of your Battering Rams.

If you're using the Defense Corvette instead, buy 2 more Battering Rams at Level 43 for a total of 3, use 2x Battering Rams and 2x Cluster Rockets at Level 46, 3x Battering Rams and 1x Heavy Rockets at Level 49. Use 1x Ramming Piston, 1x Battering Ram, 1x Cluster Rockets, and 1x Imperial Heavy Torpedo at Level 50.

Parts: At Level 45, buy the Black Skull Crest (Level 45 Figurehead) and Solar Sail (Level 45 Sail). At Level 48, buy the Gyroscope (Level 48 Stabilizer). At Level 50, buy the Super Charger (Level 50) and the Capacity-type Armored Expansion (Level 50 Hull).

For fishing, buy the Anchor-type Mass Anchor (Level 42 Stabilizers). If you need more stopping power, it can be found in the Anchor-type Air Brakes MK2 (Level 50 Stabilizers).

Rare Parts usable during this Level range are the Outriggers (Level 45 Rare Stabilizers), the Nitro Engine (Level 50 Uncommon Engine) and the El Toro Crest (Level 50 Rare Figurehead). While the Outriggers and the Nitro Engine merely offer some Weight savings against the Gyroscope and Super Charger respectively, the El Toro Crest is extremely useful in that the Speed it adds to a Ship when equipped is not matched by any other Figurehead until Level 80. Naturally, the El Toro Crest is not easy to obtain outside of purchase through the Ocho Shop, but this is probably the first Rare Part you'll encounter that might actually be worth the effort and Gold spent.

Level 51-60

The Frigate-class Ships start to come into play in this Level range. The Battle Royale gains its 5th Weapon Slot at Level 53, evening the field for Attack-oriented Gunners. Apart from that, this Level-range is relatively static, with no major changes in the balance of power between the Builds; the Missiler remains underpowered.

Gunner

Stats: By Level 60, a Pirate Gunner should have around 108 Defense and 162 Gunnery, while a Mechanic Gunner should have around 120 Defense and 150 Gunnery.

Ships: Attack-oriented Gunners should switch to a Battle Royale at Level 53, in order to gain the 5th Weapon Slot.

“Fat cow” Gunners should retain and upgrade their Defense Corvette until Ship Level 10 at Level 55, then switch to the Vanguard Frigate at Level 60.

Weapons: At Level 53, Attack-oriented Gunners can fit 5 Impact Cannons if they use a Stealth Sheath. The Flamer (Level 55 Subcannon) has a higher average Damage and lower Weight, so during situations where Damage is more important than Range (such as Clan Wars), a set of 5x Flamers is a workable alternative.

At Level 60, buy some Harpoon Cannons (Level 60 Cannon) and Heavy Flamers (Level 60 Subcannons); you can fit both Weapons in varying ratios depending on the Hull being used (3:2 for Battle Armor, 4:1 for Stealth Sheath).

For “fat cow” Gunners, continue using 4x Impact Cannons, consider the use of 4x Flamers for Fishing and Clan Wars at Level 55, then use 4x Harpoon Cannons with the Vanguard Frigate at Level 60.

The first Crafted Cannon, the Demon Cannon (Level 60 Crafted Cannon), becomes usable during this Level range. The Demon Cannon has Damage potential equivalent to Cannons with Level requirements up to 20 Levels higher, making it a very powerful Weapon to have; however, it requires the use of a Black Cannon to Craft in the first place. If you do have the ingredients, feel free to craft it for use. If you don't, you can make do without it.

Parts: At Level 55, buy the Advanced Sail (Level 55 Sail). At Level 58, buy the Winglets (Level 58 Stabilizers). At Level 60, buy the Guardian Totem (Level 60 Figurehead), Battle Armor (Level 60 Hull), and Impeller (Level 60 Engine)

The first Crafted Parts, the Super Alloy (Level 55 Crafted Hull) and the Cyclonic Pump (Level 60 Crafted Engine) are usable during this Level range. Although the attributes of both Crafted Parts makes them worth equipping, obtaining or Crafting either is currently a very expensive endeavour, likely too expensive for a Captain of this Level range. If you have managed to collect the required ingredients at this point, do Craft either the Super Alloy or Cyclonic Pump for use; otherwise, save your resources if you have a better use for it. If you do have a Super Alloy, avoid Recycling or Auctioning it; it is a vital ingredient in many Crafting recipes.

Missiler

Stats: By Level 60, a Soldier Missiler should have around 90 Defense, 150 Gunnery, and 60 Navigation.

Ships: Retain and upgrade the Smuggler Sloop until Ship Level 10; you will get a 4th Weapon Slot at Level 60.

Missilers adopting the Gunner strategy for the time being should purchase the Battle Royale at Level 53, to gain the 5th Weapon Slot.

Weapons: At Level 53, buy Heat Rockets (Level 53 Missile) (3 for Smuggler Sloop, 5 for Battle Royale). At Level 58, buy Whirlwind Rockets (Level 58 Missile) (3 for Smuggler Sloop, 5 for Battle Royale). If you're using a Smuggler Sloop, buy a 4th Whirlwind Rocket at Level 60.

The first Crafted Missile, the Big Bang (Level 60 Crafted Missile) becomes usable during this Level range. With 4000 Range and better Damage potential than all other Missiles up to Level 73, it is definitely worth using, and not terribly difficult to craft a full set of 4 to boot. Try to get the full set if you can, but don't neglect other areas where resources can be better utilized.

Parts: At Level 55, buy the Advanced Sail (Level 55 Sail). At Level 58, buy the Winglets (Level 58 Stabilizers). At Level 60, buy the Impeller (Level 60 Engine)

The first Crafted Parts, the Super Alloy (Level 55 Crafted Hull) and the Cyclonic Pump (Level 60 Crafted Engine) are usable during this Level range. Although the attributes of both Crafted Parts makes them worth equipping, obtaining or Crafting either is currently a very expensive endeavour, likely too expensive for a Captain of this Level range. If you have managed to collect the required ingredients at this point, do Craft either the Super Alloy or Cyclonic Pump for use; otherwise, save your resources if you have a better use for it. If you do have a Super Alloy, do not Recycle or Auction it at all costs; it is a vital ingredient in many Crafting recipes.

Rammer

Stats: By Level 60, a Scout Rammer should have around 90 Defense and 180 Navigation, while a Mechanic Rammer should have around 110 Defense and 160 Navigation.

Ships: Retain and upgrade the Merchant Galleon until Ship Level 9, at Level 57. Switch to and upgrade the Cargo Dirigible to Ship Level 5 at Level 60.

“Fat cow” Rammers should retain and upgrade their Defense Corvette until Ship Level 10 at Level 55, then switch to the Vanguard Frigate at Level 60.

Weapons: At Level 51, buy another Ramming Piston to replace another Battering Ram. At Level 57, buy a 3rd Ramming Piston to replace the last Battering Ram; you should be using 3x Ramming Pistons at this stage.

If you're using the Defense Corvette instead, use 1x Ramming Piston, 1x Battering Ram, and 2x Heavy Rockets at Level 52. Replace the Heavy Rockets with 2x Heat Rockets at Level 53. Use 1x Ramming Piston, 2x Battering Rams and 1x Heat Rockets at Level 55. Replace the Heat Rocket with a Whirlwind Rockets at Level 58.

If you switch to the Vanguard Frigate at Level 60, you will have to revert to using 1x Ramming Piston, 1x Battering Rams and 2x Heat Rockets. However, if you switch at Level 63 instead, you can retain the last setup used on the Defense Corvette.

The next Rare Ram, the Chainsaw Blade (Level 60 Rare Ram) becomes usable during this Level range. Chainsaw Blades are the most powerful Rams available to a Rammer up to Level 70, where they can be used as an ingredient to Craft an even more powerful Ram. However, Chainsaw Blades are nigh-impossible to obtain outside of the Ocho Shop.

Parts: At Level 55, buy the Advanced Sail (Level 55 Sail). At Level 58, buy the Winglets (Level 58 Stabilizers). At Level 60, buy the Impeller (Level 60 Engine)

The first Crafted Parts, the Super Alloy (Level 55 Crafted Hull) and the Cyclonic Pump (Level 60 Crafted Engine) are usable during this Level range. Although the attributes of both Crafted Parts makes them worth equipping, obtaining or Crafting either is currently a very expensive endeavour, likely too expensive for a Captain of this Level range. If you have managed to collect the required ingredients at this point, do Craft either the Super Alloy or Cyclonic Pump for use; otherwise, save your resources if you have a better use for it. If you do have a Super Alloy, do not Recycle or Auction it at all costs; it is a vital ingredient in many Crafting recipes.

Level 61-70

The balance of power shifts to the Rammers again during this Level range, with the addition of a new Shop Ram and 2 new powerful Rams from the Ocho Shop. Subcannons greatly outstrip Cannons in Damage potential for the first time; Gunners who lack the Speed to keep away from Attacking Rammers may consider using them as an answer. Captains are advised to avoid Attacking those who are Level 70 and above, as Captains at that Level range gain a significant increase in combat power due to the advent of the Medal Ships.

Gunner

Stats: By Level 70, a Pirate Gunner should have around 126 Defense and 189 Gunnery, while a Mechanic Gunner should have around 140 Defense and 175 Gunnery.

Ships: Attack-oriented Gunners should retain and upgrade the Battle Royale until Ship Level 6 at Level 68, and switch to the Gunship at Level 70.

“Fat cow” Gunners should retain and upgrade their Vanguard Frigate until Ship Level 8 at Level 69, then switch to the Gunship at Level 70.

Weapons: At Level 65, trade in your Flamers for some Avenger Autocannons (Level 65 Subcannons) (5 for Battle Royale, 4 for Vanguard Frigate). The Avenger Autocannon has a much greater Damage potential than either the Flamer or even the Harpoon Cannon, making them a good counter for the Rammers' Pile Driver at the same Level, as well as the go-to choice for any Combat situations where Range is less of an issue (e.g. Clan Wars)

At Level 70, buy 6x Rumble Cannons (Level 70 Cannon) to equip on your new Gunship.

Rare Weapons usable during this Level range are the Equalizer Minigun (Level 63 Rare Subcannon) and the Aqueous Cannon (Level 65 Rare Cannon).

The first Crafted Subcannon, the Outlaw (Level 68 Crafted Subcannon) becomes usable at this Level range. More powerful than even the Avenger Autocannon, crafting a full set of 4 is nonetheless difficult to say the least, requiring an Equalizer Minigun each as well as an inordinate amount of Gun Busters (Level 35 Rare Subcannons). Don't try too hard to obtain these at the expense of other aspects of your Ship which can use the Resources.

Parts: At Level 65, buy the Blade Sail (Level 65 Sail) and Speed-type Bullet Hull (Level 65 Hull). At Level 66, buy the Jade Lion Crest (Level 66 Figurehead). At Level 68, buy the Air Blades MK1 (Level 68 Stabilizer). At Level 70, buy the Energized Plating (Level 70 Hull) and Twin Turbo (Level 70 Engine).

The Valkyrie Crest (Level 70 Crafted Figurehead) becomes usable at this time. However, it offers modest improvements over Common Figureheads of its Level range for a great deal of difficulty in obtaining its parts, so feel free to make do without it if you cannot afford the resources.

Missiler

Stats: By Level 70, a Soldier Missiler should have around 105 Defense, 175 Gunnery, and 70 Navigation.

Ships: Stick with the Smuggler Sloop all the way until Level 69; you will have slightly less HP and Speed than those who switch to the Trident Ironclad during this Level range, but the extra 4th Weapon Slot more than makes up for it, and the Missiles available at this time won't eat up that much Capacity anyway. Switch to the Gunship at Level 70.

Missilers adopting the Gunner strategy for the time being should retain and upgrade the Battle Royale until Ship Level 6 at Level 68, and switch to the Gunship at Level 70.

Weapons: At Level 63, buy Black Arrows (Level 53 Missile) (4 for Smuggler Sloop, 5 for Battle Royale). At Level 68, buy Stiletto Missiles (Level 68 Missile) (4 for Smuggler Sloop, 5 for Battle Royale). When you switch to the Gunship at Level 70, obtain a total of 6x Stiletto Missiles.

Parts: At Level 65, buy the Blade Sail (Level 65 Sail) and Speed-type Bullet Hull (Level 65 Hull). At Level 66, buy the Jade Lion Crest (Level 66 Figurehead). At Level 68, buy the Air Blades MK1 (Level 68 Stabilizer). At Level 70, buy the Twin Turbo (Level 70 Engine).

The Valkyrie Crest (Level 70 Crafted Figurehead) becomes usable at this time. However, it offers modest improvements over Common Figureheads of its Level range for a great deal of difficulty in obtaining its parts, so feel free to make do without it if you cannot afford the resources.

Rammer

Stats: By Level 70, a Scout Rammer should have around 105 Defense and 210 Navigation, while a Mechanic Rammer should have around 128 Defense and 187 Navigation.

Ships: Retain and upgrade the Cargo Dirigible until Ship Level 8, at Level 69. Switch to the Ice Breaker at Level 70.

“Fat cow” Rammers should retain and upgrade their Vanguard Frigate until Ship Level 8 at Level 69, then switch to the Ice Breaker at Level 70.

Weapons: At Level 65, buy 3 Pile Drivers (Level 65 Ram).

If you're using the Vanguard Frigate instead, use 1x Ramming Piston, 2x Battering Rams, and 1x Black Arrow at Level 63. Replace the Ramming Piston with a Pile Driver at Level 66. Replace the Black Arrow with a Stiletto Missile at Level 68. Replace a Battering Ram with a Ramming Piston at Level 69.

In both cases, when you switch to the Ice Breaker at Level 70, use 3x Pile Drivers and 1x Ramming Piston.

The first Crafted Ram, the Demon Edge (Level 70 Crafted Ram), is usable during this Level range. Like the Demon Cannon, the Demon Edge is a very powerful Ram with Damage potential equivalent to Rams with Level requirements up to 30 Levels higher, but Crafting one requires a Chainsaw Blade as an ingredient. The Demon Edge is arguably more worth the effort to Craft since it can be used up to Level 100, but conservation of resources is still in order.

Parts: At Level 65, buy the Blade Sail (Level 65 Sail). At Level 66, buy the Jade Lion Crest (Level 66 Figurehead). At Level 68, buy the Air Blades MK1 (Level 68 Stabilizer). At Level 70, buy the Twin Turbo (Level 70 Engine).

The Valkyrie Crest (Level 70 Crafted Figurehead) becomes usable at this time. However, it offers modest improvements over Common Figureheads of its Level range for a great deal of difficulty in obtaining its parts, so feel free to make do without it if you cannot afford the resources.

Level 71-100

Gameplay in Battlestations! changes dramatically starting from Level 70, with the advent of the Destroyer-class Gunship and Ice Breaker. These two Ships, usable by anyone with the requisite amount of War Medals and accordingly known as the Medal Ships, makes all other Destroyer-class Ships all but obsolete, and are even superior to the Level 100+ Cruiser-class Ships for up to 15 Levels afterwards.

Gunner and Missiler strategy are all but interchangeable with the Gunship, while Rammers are well-advised to go with only the Ice Breaker. Attack-oriented and Defense-oriented Builds are equally well-served by the Gunship and the Ice Breaker.

In the face of the monopolization of viable Ship choices, the distribution of Ability Points becomes vastly more influential in the success rate of Captains during Battle and Clan Wars.

The increasing number of Weapon Slots and Weight of Cannons will cause Capacity to become an issue during this Level range, one which Rammers would be familiar with since the start of their Battlestations! career. This will spell the end of the all-Cannon Weapons setups that were common up to now, and oblige them to use mixed setups including either Subcannons and/or Missiles with their Cannons from this point onwards. Due to this, the Capacity-type Kraken Shell (Level 90 Hull) becomes the single most important Part of the game for a long while; offering the most additional Capacity for a good 40 Levels, the increased need for Capacity by all Builds save perhaps the Missiler makes it indispensable for almost every Captain in this Level range.

Rare and Crafted Weapons and Parts also become much more useful at this point. The Heavy Alloy Chassis (Level 75 Crafted Hull) can offer an earlier solution to the Capacity problem before the Kraken Shell becomes usable. Other Crafted Parts like the Jolly Roger (Level 80 Crafted Sail), Sonic Charger (Level 90 Crafted Engine) and Tesla Battery (Level 95 Crafted Engine) offer significant Speed boosts and lower Weight over their Shop equivalents, very useful at a time when Speed is increasingly becoming a crucial factor in Battle successes. Gunners in particular become dangerous at Level 85 with the Hammer of War (Level 85 Rare Cannon), and then outright deadly at Level 100 with the Ruby Ray (Level 100 Rare Cannon).

Gunner

Ships: Use the Gunship, and nothing but the Gunship. Upgrade accordingly.

Weapons: At Level 76, buy 6x Anchor Launchers (Level 76 Subcannon) for higher Damage potential over the Rumble Cannon, albeit at some cost to Range. At Level 80, you will get a choice between the Chain Shot (Level 80 Cannon) and the Shuriken Cannon (Level 80 Cannon); while the former has more Range and is more useful for hunting Missilers, the Shuriken Cannon has the greater Damage potential. It is possible to use a full set of 6x Shuriken Cannons if you have the Heavy Alloy Chassis, otherwise using 1x Chain Shot will save enough Weight to fit 5x Shuriken Cannons.

Level 85 marks the first shift in the balance of power towards the Gunner with the Hammer of War (Level 85 Rare Cannon). Almost unobtainable outside of the Ocho Shop, the Hammer of War has better Damage potential than any other Cannon for the next 10 Levels. In fact, the only other Gunnery-based Weapon which can probably beat the Hammer of War at its own game is the Plasma Breath (Level 85 Unique Subcannon), which can only be obtained from defeating the Mechakaiju, and even then is limited to 1 per Captain.

At Level 90, the Wave Cannon (Level 90 Cannon) becomes usable. At this point, pure Cannon setups are no longer possible, and mixed builds would be the norm from this point on. For example, a good setup would be 5x Wave Cannons with 2x 37mm Autocannons (Level 86 Subcannons).

At Level 95, the Hyperwave Cannon (Level 95 Cannon) becomes usable. Use 4x Hyperwave Cannons with 4x 50mm Autocannons (Level 92 Subcannons) at this point.

The Divine Pie (Level 95 Crafted Cannon) is also usable at this point, and it has the highest Damage/Weight ratio of any Cannon in the entire game. Although it is limited to 1, and is also one of the most troublesome Weapons to Craft, its recurring presence all the way to the topmost Levels of the game is testament to its Weight-saving utility. Don't squander too many resources trying to obtain one, but always keep it in mind.

At Level 100, pair 4x Yamato Prototypes (Level 100 Cannon) with 4x 75mm Autocannons (Level 96 Subcannon).

Level 100 also makes available for the first time the Ruby Ray (Level 100 Rare Cannon). Limited to 2 per Captain, with about twice the Range of almost every other Cannon, and very high Damage potential, the Ruby Ray is a holy terror against Missilers, causes even Rammers to flinch, and Gunners without them are at a distinct disadvantage. Although obtainable only at the Ocho Shop, with the exception perhaps of some Events, the Ruby Ray might just be worth the expense, given not only its utility in Combat for a long time in Battlestations!, but also as a key ingredient in similarly powerful higher-Level Weapons.

Parts: From Level 71-80, buy the Draft Net (Level 75 Sail), Golden Lion Crest (Level 76 Figurehead), Air Blades MK2 (Level 78 Stabilizer), Ablative Shell (Level 80 Hull) and Auxiliary Booster (Level 80 Engine). If possible, try to obtain and/or Craft and use the Capacity-type Heavy Alloy Chassis (Level 80 Crafted Hull), Obsidian Sentinel (Level 80 Crafted Figurehead), the Speed-type Orient Express (Level 80 Rare Figurehead) and the Jolly Roger (Level 80 Crafted Sail).

From Level 81-90, buy the Cyclone Sail (Level 85 Sail), Raven Crest (Level 86 Figurehead), Mach Blades (Level 88 Stabilizer), the Capacity-type Kraken Shell (Level 90 Hull), and Afterburner (Level 90 Engine). Also buy the Anchor-type Reverse Thrusters (Level 82 Stabilizer) if you intend to Fish. If possible, try to Craft and use the Love And Justice (Level 90 Crafted Figurehead) and the Sonic Charger (Level 90 Crafted Engine).

From Level 91-100, buy the Stormbringer Sail (Level 95 Sail), Chimera Crest (Level 96 Figurehead), Hyper Thrusters (Level 100 Stabilizer), Flux Generator (Level 100 Engine) and Dream Catcher (Level 100 Figurehead). Also buy the Anchor-type Emergency Chutes (Level 92 Stabilizer) if you intend to Fish. If possible, try to Craft and use the Tesla Battery (Level 95 Crafted Engine). The Diamond Crest (Level 100 Rare Figurehead) is usable at this time; it may well be worth the effort to obtain one, as it gives more Speed than the Orient Express, and more HP than the Dream Catcher.

Missiler

Ships: Use the Gunship, and nothing but the Gunship. Upgrade accordingly.

Weapons: While you'll be getting to use a Ship with a good number of Weapon Slots for the first time, it will also be the same Ship every Gunner worth his/her salt will be using. Because of this, it will be hard to put distance between yourself and an Attacking Gunner while on Defense; the fact that you will start encountering the Ruby Ray starting from Level 96 just makes it worse. Therefore, it is advisable for all Missilers to also adopt the Gunner strategy for the time being, and buy Cannons as well.

At Level 73, buy Black Arrow MK2s (Level 73 Missile). At Level 78, buy Stiletto Missile MK2s (Level 78 Missile). At this Level range, the Valkyrie Lance (Level 75 Rare Missile) becomes usable; with superior Damage potential and Range, the Valkyrie Lance is worth using, but not that easy to obtain, so it's fine to make do without it if you can't afford it.

At Level 83, buy Trident Torpedoes (Level 83 Missile). At Level 88, buy Trident Torpedo MK2s (Level 88 Missile). At this Level range, the Pulsar Rockets (Level 85 Rare Missile) becomes usable; like the Valkyrie Lance, it has super Damage potential compared to Missiles with similar Level requirements, although its Range is only comparable with most other Missiles. Again, don't go out of your way for it.

At Level 93, buy Cluster Bombs (Level 93 Missile). At Level 98, buy Dragon Torpedoes (Level 98 Missile). At this Level range, the Sniper Cannon (Level 100 Rare Missile) becomes usable. Limited to 1, with greater Range than any other Missile up to now, and nice Damage potential, the Sniper Cannon is a very useful Weapon, though not quite to the same extent as the Ruby Ray. The expense for one is worth considering, but you may want to save up for what will come 10 Level later instead.

Parts: From Level 71-80, buy the Draft Net (Level 75 Sail), Golden Lion Crest (Level 76 Figurehead), Air Blades MK2 (Level 78 Stabilizer), Ablative Shell (Level 80 Hull) and Auxiliary Booster (Level 80 Engine). If possible, try to Craft and use the Capacity-type Heavy Alloy Chassis (Level 80 Crafted Hull), Obsidian Sentinel (Level 80 Crafted Figurehead), the Speed-type Orient Express (Level 80 Rare Figurehead) and the Jolly Roger (Level 80 Crafted Sail).

From Level 81-90, buy the Cyclone Sail (Level 85 Sail), Raven Crest (Level 86 Figurehead), Mach Blades (Level 88 Stabilizer), the Capacity-type Kraken Shell (Level 90 Hull), and Afterburner (Level 90 Engine). Also buy the Anchor-type Reverse Thrusters (Level 82 Stabilizer) if you intend to Fish. If possible, try to Craft and use the Love And Justice (Level 90 Crafted Figurehead) and the Sonic Charger (Level 90 Crafted Engine).

From Level 91-100, buy the Stormbringer Sail (Level 95 Sail), Chimera Crest (Level 96 Figurehead), Hyper Thrusters (Level 100 Stabilizer), Flux Generator (Level 100 Engine) and Dream Catcher (Level 100 Figurehead). Also buy the Anchor-type Emergency Chutes (Level 92 Stabilizer) if you intend to Fish. If possible, try to Craft and use the Tesla Battery (Level 95 Crafted Engine). The Diamond Crest (Level 100 Rare Figurehead) is usable at this time; it may well be worth the effort to obtain one, as it gives more Speed than the Orient Express, and more HP than the Dream Catcher.

Rammer

Ships: Use the Ice Breaker, and nothing but the Ice Breaker. Upgrade accordingly.

Weapons: At Level 73, buy a 4th Pile Driver. At Level 75, replace a Pile Driver with a Chrome Claw (Level 75 Ram). The Burning Blade (Level 75 Rare Ram) is also usable at this time, and hard to obtain outside of the Ocho Shop. Limited to 2 like the Demon Blade, it has slightly less Damage potential, but also slightly less Weight than the latter.

Replace a 2nd Pile Driver with a Chrome Claw at Level 76, a 3rd at Level 79, and the last at Level 82. Replace a Chrome Claw with a Mast Slicer (Level 85 Ram) at Level 85.

At Level 88, the Ice Breaker gets its 5th Weapon Slot; use 3x Mast Slicers and 2x Trident Torpedoes. At Level 91, use 2x Mast Slicers, 2x Chrome Claws and 1x Trident Torpedoes.

At Level 94, the Ice Breaker gets its 6th Weapon Slot; use 3x Mast Slicers, 1x Chrome Claw and 2x Trident Torpedo MK2s (Level 88 Missile). At Level 97, replace the Chrome Claw with a 4th Mast Slicer, and the Stiletto Missiles with Cluster Bombs (Level 93 Missile). At Level 98, replace the Cluster Bombs MK2s with Dragon Torpedoes (Level 98 Missile).

At Level 100, use 3x Dragon Pillars (Level 100 Ram), 1x Chrome Claw, and Dragon Torpedoes. This is also when the next Crafted Ram, the Combo Breaker (Level 100 Crafted Ram) becomes usable. Slightly better in Damage potential than the Dragon Pillar, with its main draw being decent potential Weight savings, the Combo Breaker is one of the most difficult Weapons to Craft, due to the extreme difficulty of procuring its ingredients outside of the Ocho Shop. The Dragon Pillar is sufficient to the task in most cases, so there's little need to go out of your way for one.

Parts: From Level 71-80, buy the Draft Net (Level 75 Sail), Golden Lion Crest (Level 76 Figurehead), Air Blades MK2 (Level 78 Stabilizer), Ablative Shell (Level 80 Hull) and Auxiliary Booster (Level 80 Engine). If possible, try to Craft and use the Capacity-type Heavy Alloy Chassis (Level 80 Crafted Hull), Obsidian Sentinel (Level 80 Crafted Figurehead), the Speed-type Orient Express (Level 80 Rare Figurehead) and the Jolly Roger (Level 80 Crafted Sail).

From Level 81-90, buy the Cyclone Sail (Level 85 Sail), Raven Crest (Level 86 Figurehead), Mach Blades (Level 88 Stabilizer), the Capacity-type Kraken Shell (Level 90 Hull), and Afterburner (Level 90 Engine). Also buy the Anchor-type Reverse Thrusters (Level 82 Stabilizer) if you intend to Fish. If possible, try to Craft and use the Love And Justice (Level 90 Crafted Figurehead) and the Sonic Charger (Level 90 Crafted Engine).

From Level 91-100, buy the Stormbringer Sail (Level 95 Sail), Chimera Crest (Level 96 Figurehead), Hyper Thrusters (Level 100 Stabilizer), Flux Generator (Level 100 Engine) and Dream Catcher (Level 100 Figurehead). Also buy the Anchor-type Emergency Chutes (Level 92 Stabilizer) if you intend to Fish. If possible, try to Craft and use the Tesla Battery (Level 95 Crafted Engine). The Diamond Crest (Level 100 Rare Figurehead) is usable at this time; it may well be worth the effort to obtain one, as it gives more Speed than the Orient Express, and more HP than the Dream Catcher.

Level 101-120

The Cruiser-class Ships debut during this Level range, but the Medal Ships will remain more than competitive for half of it. However, the Gunship and Ice Breaker will increasingly face Capacity issues as Weapons with greater Weight become available, and take or give about 10 Levels in, the Cruisers will eventually supersede the Medal Ships, necessitating a change after around 40 Levels of the Medal Ships duopoly.

This Level range is also characterized as being the time when Missilers finally come into their own, thanks to the advent of the Missile Cruiser, the first Speed-type Ship to have the high number of Weapons Slots necessary for Missilers to do some serious damage. The balance of power can also potentially tip towards the Missiler for the first time, due to the availability of the Ocho Shop's Cronus V Rockets (Level 110 Rare Missile). With a hefty 5000 Range, low Weight, a Missile's Gun+Nav Damage bonus calcultion, and a Damage/Weight ratio beaten only by the Divine Pie (limited to 1) and the Final Impact (low Range and limited to 4), the Cronus V Rockets is one of the most important Weapons in the game, being the best armament available for a Missiler, an important Weight-saving option for Gunners and Rammers, and viable for up to 45 Levels at a time when gaining Levels have become a much slower process than before.

Level 115 is another important point in the game, with the Inferno Thrusters (Level 115 Rare Engine) being usable at this time. Obtainable only through the Ocho Shop, or as a random drop from the Damocles MKII at the Ancient Battlegrounds, the Inferno Thrusters offer a whopping +400 Speed when equipped to a Ship, greater than any other Speed-type Part in the game for a good 20 Levels. The Inferno Thrusters alone make Speed a much more important aspect of Battle, making it useful for all Builds, and despite being very hard to obtain, also very much worth the effort.

Gunners will retain most of their competitiveness, gaining Cannons with the Range necessary to chase down Missilers with. Rammers, on the other hand, will begin to find their game tough going, with the extreme Speed of the Ice Breaker no longer available to them if they wish to equip Level-appropriate Rams.

Gunner

Ships: Stick with your Ship Level 10 Gunship until Level 115. At that point, switch to the Cruiser, and upgrade it to Ship Level 5. Keep upgrading accordingly.

“Fat cow” Gunners should retain the Gunship until Level 109. At that point, switch to the Heavy Cruiser, and upgrade it to Ship Level 3. Keep upgrading accordingly.

Weapons: At Level 105, the Energized Hammer (Level 105 Crafted Cannon) becomes usable. With a fixed Damage range, the Energized Hammer is one of the most consistent Weapons available, but Crafting it requires a Hammer of War as an ingredient. Craft and equip it if you can, but don't blow all your resources on getting them.

At Level 110, the Grand Cannon (Level 110 Cannon) becomes usable. While it has a good Range and slightly higher Damage potential than the Ruby Ray, it also weighs in at a whopping 3000 Weight, giving it a very lousy Damage/Weight ratio. This is the point when the limited Capacity of the maximized Gunship will really make itself felt; you will only be able to equip at most one Grand Cannon, and even then only in a Fishing setup, and only then complemented with 7x XM-2A Pulse Guns (Level 106 Subcannons). Otherwise, skip making use of it for the time being.

At Level 115, the Gun Ray (Level 115 Crafted Cannon) becomes usable. While its attributes make it a superior alternative to the Grand Cannon, it is still not a good idea to Craft it; the Gun Ray is a dead-end Recipe, and you'll be better served keeping the Ruby Ray and Refining it to the maximum, so that it can be used to Craft the High Energy Ruby Ray (Level 130 Crafted Cannon) later on.

Switching to and upgrading the Cruiser to Ship Level 5 at Level 115 gives you some additional Capacity over the Gunship, which will gain you some freedom in equipping the heavier Weapons. Equip 1x Grand Cannon, 3x XM-2A Pulse Guns, and 4x XM-2B Pulse Guns (Level 112 Subcannons). If you wish to maintain good Range at the expense of some Damage potential instead, try equipping 1x Grand Cannon, 2x Yamato Prototypes, with 5x Mirage V Missiles (Level 115 Missile).

If you're using the former setup, replace 2x XM-2A Pulse Guns with 2x XM-2B Pulse Guns at Level 118.

At Level 120, the Pulse Cannon (Level 120 Cannon) becomes usable. The Pulse Cannon's attributes are very similar to the Yamato Prototype's, only being slightly better for a slightly greater Weight. Replace the Yamato Prototypes with 2x Pulse Cannons if you're using the latter setup.

For “fat cow” Gunners who switch to and upgrade their Heavy Cruiser to Ship Level 3 at Level 109, it is possible to fit 2x Grand Cannons with 4x XM-2A Pulse Guns at Level 109. Replace 3x XM-2A Pulse Guns with 3x XM-2B Pulse at Level 112, and replace all Subcannons with 4x XM-3 Pulse Guns (Level 116 Subcannons) at Level 116. Replace all XM-3 Pulse Guns with 4x Yamato Prototypes at Level 118, and replace 3 of these with 3x Pulse Cannons at Level 120.

Parts: At Level 105, buy the Solar Sail MK2 (Level 105 Sail). The Aerofoils (Level 105 Crafted Stabilizer) is also usable at this point; as it gives more Speed than any other Stabilizer for the next 20 Levels, and its ingredients aren't particularly hard to obtain, try to Craft and equip this as soon as possible. The Star Trail Crest (Level 105 Crafted Figurehead) is also usable at this point too; it gives slightly better bonuses over the Dream Catcher, but its ingredients are somewhat harder to obtain, so don't break the bank for this.

At Level 110, buy the Defender Crest (Level 110 Figurehead), Zero Drive (Level 110 Engine), and the Capacity-type Helium Ballast (Level 110 Stabilizer). The Helium Ballast is unique as the only Capacity-type Stabilizer in the game, which makes it a very useful Part in Clan Wars, where Speed isn't so much of an issue.

At Level 115, the King Metal Shield (Level 115 Crafted Figurehead) and Inferno Thrusters (Level 115 Rare Engine) becomes usable. The King Metal Shield gives the most HP of all Figureheads for the next 20 Levels, although it is hard to Craft due to the Super Alloy being an ingredient. On the other hand, while the Inferno Thrusters is even more difficult to obtain, its 400 Speed bonus outstrips all other Parts by a significant factor, making it a game-changing factor in Battle up to the next 20 Levels. Because of this, despite the difficulty in obtaining one outside of the Ocho Shop, the Inferno Thrusters is more than worth the effort or the cost.

At Level 120, buy the Ice Crystal (Level 120 Figurehead), Turbines (Level 120 Stabilizers) and Pulse Engine (Level 120 Engine). The Charge of Darkness (Level 120 Crafted Sail) becomes usable at this point; offering a greater Speed bonus than any other Sail for the next 20 Levels, the Charge of Darkness requires a Demon Sail and an El Toro Crest to Craft; not easy to obtain, but you really should have managed it by now.

Missiler

Ships: Stick with your Ship Level 10 Gunship until Level 103. At that point, switch to the Missile Cruiser, and upgrade it to Ship Level 1. Keep upgrading accordingly.

Weapons: When you switch to the Missile Cruiser at Level 103, equip it with 8x Dragon Torpedoes. At Level 106, buy 8x Linear Launchers (Level 103 Missile). At Level 109, replace 5 of the Linear Launchers with 5x Heavy Launchers (Level 108 Missile).

At Level 110, the Cronus V Rockets (Level 110 Rare Missile) becomes usable. Although obtainable only through the Ocho Shop, or as a drop from the Damocles MK2, the Cronus V Rockets is - as mentioned earlier - the best available weapon for a Missiler, having a hefty 5000 Range, a mere 1000 Weight, and one of the best Damage/Weight ratios of any Weapon in the game, giving it respectable Damage potential when used in numbers. Although obtaining one requires great effort or cost (and getting a full set of 8 just makes it harder), the Cronus V Rockets is probably the one Weapon where the potential is worth almost any cost.

If you do decide to go without the Cronus V Rockets instead, replace your remaining Linear Launchers with Heavy Launchers at Level 112. At Level 115, you will get a 9th Weapon Slot, and this is where Capacity might get a little tight; use 2x Mirage V Missiles (Level 115 Missile) with 7x Linear Launchers. At Level 118, replace 3x Linear Launchers with 3x Mirage V Missiles.

At Level 120, the Storm Bolt (Level 120 Crafted Missile) becomes usable. The Storm Bolt has a better Damage potential than the Cronus V Rockets, but is prevented from being quite as important as the latter by its lower Damage/Weight ratio and its inventory limit (2). Nevertheless, it is very much worth Crafting for use, but doing so is not the easiest thing to achieve, requiring 2 different Rare Missiles (Judicator Missile and Valkyrie Lance) as well as Voltaic Spheres from the Apocalyptic Golem. Craft and equip the Storm Bolt if you can, but don't neglect more basic needs for your Ship.

Parts: At Level 105, buy the Solar Sail MK2 (Level 105 Sail) and the Speed-type Hyper Frame (Level 105 Hull). The Aerofoils (Level 105 Crafted Stabilizer) is also usable at this point; as it gives more Speed than any other Stabilizer for the next 20 Levels, and its ingredients aren't particularly hard to obtain, try to Craft and equip this as soon as possible. The Star Trail Crest (Level 105 Crafted Figurehead) is also usable at this point too; it gives slightly better bonuses over the Dream Catcher, but its ingredients are somewhat harder to obtain, so it's fine to settle for the Dream Catcher if you don't have the ingredients for the Star Trail Crest.

At Level 110, buy the Zero Drive (Level 110 Engine).

At Level 115, the Inferno Thrusters (Level 115 Rare Engine) becomes usable. While the Inferno Thrusters is difficult to obtain, its 400 Speed bonus outstrips all other Parts by a significant factor, making it a game-changing factor in Battle up to the next 20 Levels. Because of this, despite the difficulty in obtaining one outside of the Ocho Shop, the Inferno Thrusters is more than worth the effort or the cost.

At Level 120, buy the Ice Crystal (Level 120 Figurehead), Turbines (Level 120 Stabilizers) and Pulse Engine (Level 120 Engine). The Charge of Darkness (Level 120 Crafted Sail) becomes usable at this point; offering a greater Speed bonus than any other Sail for the next 20 Levels, the Charge of Darkness requires a Demon Sail and an El Toro Crest to Craft; not easy to obtain, but you really should have managed it by now.

Rammer

Ships: Stick with your Ship Level 10 Ice Breaker until Level 109. At that point, switch to the Light Carrier, and upgrade it to Ship Level 3. Keep upgrading accordingly.

“Fat cow” Rammers should retain the Ice Breaker until Level 109. At that point, switch to the Heavy Cruiser, and upgrade it to Ship Level 3. Keep upgrading accordingly.

Weapons: When you switch to the Light Carrier at Level 109, equip it with 4x Dragon Pillars and 1x Heavy Launcher (Level 108 Missile). At Level 112, replace a Dragon Pillar with a Basher Bow (Level 110 Ram).

At Level 115, the Hull Razors (Level 115 Ram) becomes usable. While the Hull Razors have a lower Damage potential than the Basher Bow or even the Dragon Pillar, it also barely tips the scales at 1700 Weight; thus, this makes the Hull Razors more of a Weight-saver, very important to Rammers for whom Capacity is always an issue. This is also when the Light Carrier gets its 6th Weapon Slot; use 3x Dragon Pillars with 3x Hull Razors. At Level 118, use 5x Dragon Pillars with 1x Mirage V Missiles (Level 115 Missile).

At Level 120, the Demon Cleaver (Level 120 Crafted Ram) becomes usable. A very powerful Weapon with great Damage potential, the ingredients required for Crafting one is not easy to obtain; a previously Crafted Ram (Demon Edge), a Refined Rare Ram (Dark Blade +3), and an Obsidian Idol from the Arachnon. Try to get one if you can, but don't overstretch yourself in the attempt.

“Fat cow” Rammers who switch to and upgrade their Heavy Cruiser to Ship Level 3 at Level 109 should equip 2x Dragon Pillars, 1x Mast Slicer, and 3x Linear Launchers (Level 103 Missiles). At Level 112, use 3x Dragon Pillars and 3x Heavy Launchers MK2s. At Level 115, replace the Heavy Launchers with 3x Mirage V Missiles. At Level 118, replace a Mirage V Missiles with a Hull Razors.

Parts: At Level 105, buy the Solar Sail MK2 (Level 105 Sail). The Aerofoils (Level 105 Crafted Stabilizer) is also usable at this point; as it gives more Speed than any other Stabilizer for the next 20 Levels, and its ingredients aren't particularly hard to obtain, try to Craft and equip this as soon as possible. The Star Trail Crest (Level 105 Crafted Figurehead) is also usable at this point too; it gives slightly better bonuses over the Dream Catcher, but its ingredients are somewhat harder to obtain, so don't break the bank for this.

At Level 110, buy the Zero Drive (Level 110 Engine), and the Capacity-type Helium Ballast (Level 110 Stabilizer). The Helium Ballast is unique as the only Capacity-type Stabilizer in the game, which makes it a very useful Part in Clan Wars, where Speed isn't so much of an issue.

At Level 115, the Inferno Thrusters (Level 115 Rare Engine) becomes usable. While the Inferno Thrusters is very difficult to obtain, its 400 Speed bonus outstrips all other Parts by a significant factor, making it a game-changing factor in Battle up to the next 20 Levels. Because of this, despite the difficulty in obtaining one outside of the Ocho Shop, the Inferno Thrusters is more than worth the effort or the cost.

At Level 120, buy the Ice Crystal (Level 120 Figurehead), Turbines (Level 120 Stabilizers) and Pulse Engine (Level 120 Engine). The Charge of Darkness (Level 120 Crafted Sail) becomes usable at this point; offering a greater Speed bonus than any other Sail for the next 20 Levels, the Charge of Darkness requires a Demon Sail and an El Toro Crest to Craft; not easy to obtain, but you really should have managed it by now.