FARGATE

Spacecraft

Six hulls, and what each one is for.

Guardian

Sustain

Balanced ship that keeps the team standing. The only class that regenerates health.

ATK
2 of 5
DEF
4 of 5
ENE
2 of 5

Hull & gun

Max HP
100
HP regen
4/s
Acceleration
900
Gun
Bolt
Damage
20
Fire rate
5/s

Abilities

Lifeline

A tether that reels in what it hits: allies freed of stuns, enemies stunned.

Range
600u
Stun
2 / 2.3 / 2.6 / 3s
Cooldown
12s

Sanctuary

A dome where you are. Allies inside can't drop below 1 HP.

Radius
260u
Lasts
5 / 5.75 / 6.5 / 7.5s
Cooldown
30s

Siphon

Latch onto the three nearest enemies and drain them. Half of it heals you; what you can't hold goes to an ally in your field.

Drain/s
30 / 45 / 67.5 / 90 each
Reach
350u
Lasts
4 / 4.6 / 5.2 / 6s
Cooldown
14s

Passive

Mending Field

Allies near you regenerate health — Charlies and hijacked enemies too.

Heal
3 HP/s
Radius
260u

Tank

Absorb Damage

Heaviest armour, slowest hull. Draws fire, shrugs it off, and shells anything that bunches up.

ATK
2 of 5
DEF
5 of 5
ENE
1 of 5

Hull & gun

Max HP
180
HP regen
None
Acceleration
800
Gun
Shell
Damage
30 + 22.5 splash
Fire rate
3.3/s

Abilities

Gravity Anchor

Leap onto enemies, pulling them in and stunning them.

Leap
400u
Stun
1 / 1.15 / 1.3 / 1.5s
Cooldown
12s

Shockwave

Slam a wave straight ahead, stunning every enemy on its line.

Range
450u
Stun
2.5 / 2.88 / 3.25 / 3.75s
Cooldown
14s

Rage

Every enemy near you comes for you, and 60% of every hit on you is thrown back at whoever dealt it.

Radius
400u
Lasts
5 / 5.75 / 6.5 / 7.5s
Reflect
60%
Cooldown
25s

Passive

Bulwark

Allies near you take less damage.

Damage Taken
-30%
Radius
260u

Lancer

Damage

Thinnest hull, heaviest guns. Decides what dies next and takes it apart.

ATK
5 of 5
DEF
1 of 5
ENE
2 of 5

Hull & gun

Max HP
80
HP regen
None
Acceleration
900
Gun
Twin lance
Damage
15 ×2
Fire rate
6.7/s

Abilities

Railburst

Charge, then fire a staggered volley of five rounds, side by side, that pierce everything. Double damage to warheads.

Damage
5 × 80 / 120 / 180 / 240
Range
900u
Cooldown
8s

Fracture

A pulse that makes enemies caught take more damage.

Damage Taken
+40%
Radius
300u
Duration
6 / 6.9 / 7.8 / 9s
Cooldown
18s

Orbital Lance

Hold to walk the mark out ahead of you, let go to call it: a moment later a column of fire hits everything inside it.

Damage
300 / 450 / 675 / 900
Range
250–800u
Radius
200u
Delay
1.5s
Cooldown
20s

Passive

Fire Control

Allies near you hit harder.

Damage
+20%
Radius
260u

Hacker

Rapid Response

Quick and slippery. Turns the enemy's machines on their makers and keeps its team's abilities coming. Its laser slows what it burns, more the longer it holds on.

ATK
2 of 5
DEF
2 of 5
ENE
4 of 5

Hull & gun

Max HP
100
HP regen
None
Acceleration
1,100
Gun
Laser
Damage
18 a burn
Fire rate
5/s

Abilities

Hijack

Take over an enemy (not a boss) to fight for you. Three at most.

Range
400u
Hold
3
Shots
10 / 15 / 22.5 / 30
Burn-out
40 / 60 / 90 / 120
Cooldown
30s

Overload

A wave ahead that stuns every enemy it reaches.

Range
500u
Stun
3 / 3.45 / 3.9 / 4.5s
Cooldown
18s

Return to Sender

Seize the nearest warhead the other team sent and throw it back through your gate.

Range
700 / 805 / 910 / 1050u
Cooldown
20s

Passive

Kool-Aid

Your teammates' abilities recharge faster, wherever they are.

Ally Cooldowns
-20%
Reach
Whole team

Engineer

Build & Repair

The team's builder and fixer. Fires a fan of rivets that tears up anything close, and every fourth fan stuns it up close.

ATK
3 of 5
DEF
2 of 5
ENE
3 of 5

Hull & gun

Max HP
100
HP regen
None
Acceleration
1,000
Gun
Rivet fan
Damage
40 ×3
Fire rate
1.7/s

Abilities

Charlie

A turret that shoots enemies and draws their fire. Three at most. Lasts 90s, or until you die.

Damage
8 / 12 / 18 / 24
Range
350u
HP
300 / 375 / 450 / 525
Lasts
90s
Cooldown
15s

Teleport Beacon

A beacon teammates press Interact at to teleport home. Set outside your gate zone. One at a time. Lasts 2 minutes.

Lasts
2m
Charge
1.5 / 1.3 / 1.15 / 1s
Cooldown
30s

Snare

Drop a field just in front of your nose. Every enemy inside it, bosses too, is slowed to half speed. One at a time.

Radius
220u
Slow
50%
Lasts
6 / 6.9 / 7.8 / 9s
Cooldown
16s

Passive

Foreman

In your gate zone, your forge builds faster.

Build Speed
x1.5
Works
In your gate zone

Pathfinder

Hunter

Runs targets down and leads the team to them. Fires heavy rounds that find their own mark and reveal what they hit — even a cloaked Phantom — and a fan of homing flares. Allies near it fly faster.

ATK
2 of 5
DEF
1 of 5
ENE
5 of 5

Hull & gun

Max HP
100
HP regen
None
Acceleration
1,200
Gun
Tracker
Damage
45
Fire rate
2.2/s

Abilities

Flare Volley

Fire a fan of six flares that home in on the enemies ahead.

Damage
6 × 20 / 30 / 45 / 60
Range
1000u
Cooldown
8s

MeshNet

A net that spreads where it lands, slowing and wearing down enemies.

Radius
300u
Slow
50%
Damage/s
5 / 7.5 / 11.25 / 15
Lasts
10 / 11.5 / 13 / 15s
Cooldown
18s

Rally Point

For a while any teammate can press Interact to teleport to you.

Lasts
20s
Charge
1.5 / 1.3 / 1.15 / 1s
Cooldown
45s

Passive

Trailblazer

Allies near you fly faster.

Speed
+15%
Radius
600u