Introduction

Captains, welcome to the official T14 Dreadnought Strategy Guide. This guide aims to give you some insights on target mechanics for the new Dreadnought hull, the Defiance. Learn about your enemies, and find general target info to help you in battle. Good luck! 

Corrupted Waters

Tier 14 Dreadnought Hull: Defiance

The Defiance is initially equipped with 10 weapon slots, 4 armor slots, and 6 special slots. Countermeasures can be equipped to 6 of the weapon slots. 2 additional weapon slots unlock at E3, and another 2 at E7. 2 additional armor slots unlock at E4, and another 2 at E9. 3 CIC slots unlock at E1, E6, and E10. In addition, the Defiance includes 3 Officer Slots; the first of which may equip a powerful Captain. These slots unlock at E2, E5, and E8.
 
The Defiance’ main weapon, the Challenger Rocket, fires at medium range, dealing Explosive damage. The Rockets are splash-based and are capable of taking out multiple enemies at the same time.

Using the Built-in Zynthium Overload

The Defiance built-in “Zynthium Overload”, is a 360° weapon that deals a burst of damage to surrounding enemies, while also deploying a region that reduces the Defiance’ weapon reload and increases weapon damage for the Defiance. With slightly more range than the Challenger Rocket, it’s able to deploy this buff just before firing your weapons.

Enemy Info

Corrupted Houndmaster refitted

Type: Torpedo Hull
Health: Medium
Damage: Medium
Damage Type: Concussive
Splash: None
Accuracy: High
Range: Medium
Countermeasure Vulnerability: Yes; Cormorants recommended.

Notes: The Houndmasters are the source of the shroud that protects the Boss Hull. Destroy them all to make the boss vulnerable!

Corrupted Lionfish Spotter

Type: Torpedo / Gatling Hull
Health: Medium
Damage: Medium
Damage Type: Concussive
Splash: N/A
Accuracy: N/A
Range: Short - Long
Countermeasure Vulnerability: No
Kingkiller: No

Note: Corruption Seeder carries a short range gatling gun as well. This range is telegraphed if you enter it.

Corrupted Drone

Type: Rocket Drone Hull
Health: Very Low
Damage: Low
Damage Type: Explosive
Splash: Low
Accuracy: N/A
Range: Medium
Countermeasure Vulnerability: Yes; Sprints recommended.
Kingkiller: No

Corrupted Interdictor refitted

Type: Rocket Hull
Health: Medium
Damage: Medium
Damage Type: Explosive
Splash: Low
Accuracy: N/A
Range: Medium
Countermeasure Vulnerability: Yes; Sprints recommended.
Kingkiller: No

Corrupted Zealot

Type: Rocket Hull
Health: Medium
Damage: Medium
Damage Type: Explosive
Splash: Medium
Accuracy: N/A
Range: Medium
Countermeasure Vulnerability: No

Corrupted Seeker

Type: Torpedo Boss Hull - Drone spawner
Health: Very High
Damage: High
Damage Type: Concussive
Splash: N/A
Accuracy: High
Range: High
Countermeasure Vulnerability: Yes; Cormorants recommended.

The Seeker is protected by a shroud provided by the Houndmasters. Take them out to remove its protection.

Note: Aggro range will be longer in Skill-targets

Corrupted Drone

Type: Rocket Boss Drone
Health: Untargetable
Damage: Medium-High
Damage Type: Explosive
Splash: Low
Accuracy: N/A
Range: High
Countermeasure Vulnerability: No

Note #1: This is the highest skill version of the drone. Weapon patterns and some behavior may be adjusted slightly for other targets. With this version, their weapon arcs fire unavoidable rockets, so avoid them at all costs!

Note #2: These drones also detonate on proximity - indicated by the orange ring emitting from it.  

Hint: Plan your approach carefully.

Corrupted Kelp

Look out for brighter areas in the water! These are kelp fields that have become corrupted by the Black Water. They’ll grip onto your hull, slowing you and dealing a small amount of damage.

Damage: Very low

Glossary

Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, the goal is to convey easily to players which turrets/ships they can outrange and which turrets/ships may be firing on you from a considerable distance away.

Very Short = Easily out-ranged.
Short = Out-rangeable.
Medium = At least the same range as the player but generally not much more.
High = Will easily outrange the player hull.
Very High = Will cover a significant portion of the target.
 
If the arc is not specified then it has a 360 degree arc.