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Iridium Magnets

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Iridium Magnets increase the muzzle velocity of Projectile weapons, making them harder to evade.
  — In-Game Description 
Iridium Magnets I II III IV V
Weight (% Weapon Mass) 6% 12% 18% 24% 30%
Projectile Speed +540 m/s +1,080 m/s +1,350 m/s +1,620 m/s +1,890 m/s
Tech Lab Required III V VII IX X
Time 13h 56m 24s 3d 18h 50m 34s
Helium-3 6,458,196 27,577,857 76,625,321
Antimatter 0 0 339,905 4,866,681 16,156,330
Time 1m 37s 7m 9s
Helium-3 13,954 41,529
Antimatter 0 0 0


Iridium Magnets are a booster for ship projectile weapons. They serve as the counterpart of Iridium Arrays. They increase the speed of projectiles shot by ship weaponry. They are commonly used by low and mid level players.

Strategy and Setup Edit

Iridium Magnets are extremely useful in fleet vs. fleet combat and use of projectile weapons during combat are common. The increased speed increases projectile's accuracy and the speed damage is delivered to a target. All miner projectile weapons for ships have a default speed of 1,000 m/s, making them painfully slow, but adding Iridium magnets to these weapons helps a lot and was frequently used on Mass drivers and any projectile weapons. Low level Iridium Magnets are also relatively inexpensive to research and obtain.


Use of Iridium magnets against bases is discouraged because of the fact that modules don't move and the booster would be completely meaningless other than to speed up the time of when the base is destroyed. They also don't guarantee complete accuracy and still miss a lot of the time when fast moving ships show up, with the exception of the Gladius driver which has a proximity detonation, improving its accuracy just enough to score easier hits against moving targets.

Many of the latest project weapons released have higher default speed and there are weapon boosters that combine the positive qualities of the Iridium magnets with other benefits such as reduced minimum range or shield bypass. These weapon boosters are phased magnets and reinforced rails.

Some projectile weapons require Iridium magnets to perform well at long ranges in fleet vs fleet combat, increasing their mass. Other weapons in the explosive or energy category do not necessarily require such weapon boosters to perform well in their field.

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