Captains,
Welcome to the official T14 Dreadnought Strategy Guide. This guide aims to give you some insights into target mechanics for the new Dreadnought hull, the Wyvern. You can learn about your enemies and find general target info to help you in battle. Good luck! 

 

Blooming Corruption

The seas grow restless as Blackwater corruption spreads unchecked, twisting nature into monstrous forms. Greta, ever vigilant, rallies the Draconians and unveils the Wyvern.
Armed with searing throwers laced with radioactive accelerants, the Wyvern’s mission is simple - burn the corruption back to the depths.

 

Tier 14 Dreadnought Hull: Wyvern

 

The Wyvern is initially equipped with:

  • 16 weapon slots
  • 4 armor slots
  •  6 special slots
  • 2 additional weapon slots (unlocked at E3)
  • 2 more additional weapon slots (unlocked at E7)
  •  2 additional armor slots (unlocked at E4)
  • 2 more additional armor slots (unlocked at E9)
  • 3 CIC slots (unlocked at E1, E6, & E10)
  • Includes 3 Officer Slots; the first of which may equip a powerful Captain. (These slots unlock at E2, E5, and E8)

The Wyvern’s main weapon, the Frostfire Thrower, fires at medium range, dealing Radioactive damage. The Thrower deals splash damage and has its true potential unlocked when paired with the Wyvern’s built-in ability.

 

 

Using the Built-in Wyvern’s Fury

The Wyvern has a built-in ability called Wyvern’s Fury. While stationary, Radioactive damage and Splash range are increased. Plan out your attacks carefully to gain the most uptime with the ability.

 

Enemy Info

Corrupted Coaxial Turret

  • Type: Chaingun
  • Health: Medium
  • Damage: High
  • Damage Type: Ballistic
  • Splash: N/A
  • Accuracy: High
  • Range: Short

Note: Stay at your maximum weapon range to avoid its slightly shorter range. 

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Corrupted Pyroclastic Turret II

Name: Corrupted Pyroclastic Turret II

  • Type: Thrower
  • Health: Medium
  • Damage: High
  • Damage Type: Radioactive
  • Splash: Low
  • Accuracy: N/A
  • Range: Medium 

Note: Stay out of its frontal cone to avoid taking damage.

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Corrupted Javelin II

  • Type: Cannon
  • Health: Medium
  • Damage: Medium
  • Damage Type: Ballistic
  • Splash: Medium
  • Accuracy: Medium
  • Range: High with safe spots inside its minimum range

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Corrupted Blunderbuss

  • Type: Cannon
  • Health: Medium
  • Damage: Medium
  • Damage Type: Ballistic
  • Splash: Medium
  • Accuracy: N/A
  • Range: High with safe spots inside its minimum range

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Corrupted Drac Ballista

  • Type: Railgun
  • Health: Medium
  • Damage: High
  • Damage Type: Ballistic
  • Splash: Medium
  • Accuracy: N/A
  • Range: Very High, with safe spots inside its minimum range

Note: Telegraphs with a red range ring when it is going to fire

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Corrupted Wendigo

  • Type: Launcher
  • Health: Medium
  • Damage: Low / Shockwave damage: High
  • Damage Type: Radioactive
  • Splash: Shockwave
  • Accuracy: Medium
  • Range: High

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Corrupted Draconian Supply Spawner

  • Type: Building
  • Damage: N/A
  • Health: Low but protected by the Shroud
  • Damage Type: N/A
  • Splash: N/A
  • Accuracy: N/A
  • Range: N/A
    Note: Deploys Corrupted Lily Mines. Destroy the Corrupted Great Hall to remove the Shroud.

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Corrupted Lily Mine

  • Type: Mine
  • Health: N/A
  • Damage: Low-Med
  • Damage Type: Radioactive
  • Splash: Medium
  • Accuracy: N/A
  • Range: Short
    Note: These organic Blackwater mines spew out toxic spores, potent enough to eat through metal. Use careful timing to drive by while staying outside of the proximity of the mine itself. Staying inside the spore clouds will cause damage and slow you.

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Corrupted Great Hall

  • Type: Building
  • Health: Low
  • Damage: N/A
  • Damage Type: N/A
  • Splash: N/A
  • Accuracy: N/A
  • Range: N/A
    Note: Applies shrouds to the Corrupted Draconian Supply Spawners

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Corrupted Mountains

  • Type: Mountain
  • Health: N/A
  • Damage: N/A
  • Damage Type: N/A
  • Splash: N/A
  • Accuracy: N/A
  • Range: N/A
    Note: Block projectiles from the long-range Corrupted Drac Ballista before proceeding into its safe spot.

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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.

 

BEST OF LUCK PIRATES.