Every faction has three abilities with five levels each, and any faction can take boosts into a match. These tables list the exact effect, cooldown and values at level 1 and level 5, taken from the game itself.
Updated 2026-10-28
How abilities work
Each faction has 3 abilities, and the first one is unlocked from the start.
Unlocking the 2nd or 3rd costs 200 Credits. Upgrading costs 150 (level 2), 200 (level 3), 250 (level 4) and 300 (level 5). Costs are the same for every faction.
Cooldowns do not change with level, except for Redirect. The numbers in parentheses in the effect say what each value in the level columns means.
The values are from version 1.2.0 and may change in updates, because part of the balance is adjusted remotely. The page shows the date of its last review.
Solar Vanguard
Ability
Effect
Cooldown (s)
Level 1
Level 5
Afterburner
Speeds up all your ships (speed bonus, duration).
60
+20%, 20 s
+40%, 30 s
Solar Lance
Your next fleet deals more damage (each ship counts for more than 1). Lasts 20 s or until you send.
60
+11%
+33%
Furnace
All your stars produce faster (multiplier, duration).
120
x1.28, 8 s
x1.7, 14 s
Boreal Bastion
Ability
Effect
Cooldown (s)
Level 1
Level 5
Wall
One of your stars takes less damage (reduction, duration).
70
-15%, 10 s
-55%, 25 s
Retaliation
One of your stars shoots down enemy ships heading for it (range 150) for 14 s. The table value is the time between kills.
70
0.4 s
0.225 s
Fortify
One of your stars gets a higher ship limit and production for 25 s; ships above the limit stay (limit / production).
80
+50% / +80%
+95% / +130%
Verdant Swarm
Ability
Effect
Cooldown (s)
Level 1
Level 5
Proliferate
One of your stars produces faster (multiplier, duration).
60
x1.3, 8 s
x1.8, 12 s
Brood
Your next fleet (20 s window) gains ships in flight, 1 every 0.4 s (extra ships).
40
+3
+10
Hive
All your stars hold more ships for 30 s (extra limit).
90
+25%
+60%
Void Wanderers
Ability
Effect
Cooldown (s)
Level 1
Level 5
Redirect
Changes the destination of one of your fleets in flight. The cooldown drops with level.
20 → 12
20 s
12 s
Jump
A fleet in flight advances part of the way; the skipped terrain costs no losses (share of the route).
30
60%
80%
Veil
Your fleets and numbers disappear for rivals (duration).
50
15 s
20 s
Celestial Armada
Ability
Effect
Cooldown (s)
Level 1
Level 5
Mothership
A large ship crosses the map for 60 s, firing at the nearest enemy fleet or star (damage per 1.2 s / range).
180
1 / 90
2 / 130
Landing
Ships arrive from space at one of your stars and may exceed the limit (ships).
75
3
6
Escort
Your next fleet absorbs damage from cannons, mines, terrain and defenses (not on arrival); expires in 20 s (damage absorbed).
50
5
15
Crimson Dominion
Ability
Effect
Cooldown (s)
Level 1
Level 5
Orbital Missile
A missile hits an enemy star 1.1 s later and destroys ships, without capturing the star (ships destroyed).
140
3
6
Fire Rain
Missiles fall on random enemy stars, one every 0.35 s, 2 ships each (number of missiles).
170
2
4
Siege
One enemy star produces slower (reduction, duration).
120
-20%, 15 s
-32%, 20 s
Boosts
Boost
Effect
Shield
One of your stars absorbs 10 damage before losing ships, for 20 s.
Quick Reinforcement
3 ships arrive at one of your stars.
EMP
Stops the production and active defenses (cannon, Retaliation) of an enemy star for 10 s.
Deep Space Mine
Stays at a point on the map (radius 16) and explodes on the first fleet that passes, yours or an enemy: 5 damage.
They work with any faction. You take up to 2 per match, chosen before it starts.
Each boost has 1 use per match and a 5 s cooldown. It costs 10 Credits (you can also earn them by watching a rewarded ad).
A boost you take but do not use is not spent. Every player starts with 2 of each.
To see how each faction plays, read factions. To put all this to use in a match, read the strategy guide.
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