Ultras are powerful ship specific abilities that can be used by pilots to help change the tide of battle.
Before an Ultra can be used it must be fully charged, this process can be accelerated by collecting salvage (pictured below) from the battlefield, which is dropped whenever a ship is destroyed.
The reduction in charge time gained from collecting salvage will be applied to the entire team.Once fully charged, pilots can activate an Ultra, after which the ability will go on cool-down. This timer will have to be depleted before the ability can be used again.
Pilots can view the Ultra ability of each ship in their hangar via the Ship Bio option. The Ship Bio also contains information about the other abilities of the ship.
Here is a brief overview of all Ultras in the game so far and their effects:
Assault
Wraith MKVI |
Mjolnir | One-shot super missile. |
Jackal | Matter Injection | Unlimited boost for a short duration. |
Strix | Plasma Vent | Fire unlimited shots with no overheat penalty. |
Yurei | Mayhem | Increased weapon damage for a short time. |
Heavy
Scarab | Void Storm | EMP bomb that stuns enemies caught within its radius. |
Vulcan | Cocoon | Adds a powerful over shield. |
Corvus | Silence | Enemy ships caught in the pulse radius are stunned. |
Hydra | Spectre's Bond | Immune to all damage for limited time. |
Support
Banshee | Fate's Call | Fire a pulse that recharges friendly shields within its radius. |
Nagi | Radiant Bust | Fire a pulse which replenishes friendly hulls within its radius. |
Medusa | Death's Grasp | Fires a pulse which strips enemy shield within its radius. |
Kirin | Dragon's Thorn | Embeds a sticky bomb that detonates on an enemy. |
Covert
Shadow |
Violent Whisper |
A large-scale nova bomb with large blast radius. |