Phased Munitions make Projectile weapons more effective at bypassing shield defenses and dealing damage directly to armor.
  — In-Game Description 
Phased Munitions I II III IV V
Weight (% Weapon Mass) 1% 2% 3% 4% 5%
Enemy Shield Defense -10% -20% -30% -40% -50%
Tech Lab Required IV VI VIII X X
Time 9h 46m 18h 51m 4h 1h 33m 20s 7d 20h 10m
Mineral Ore 6,055,489 23,373,663 77,248,639
Antimatter 318,710 5,843,416 19,312,161
Time 1h 56m 40s 3h 46m 40s 5h 15m 19h 30m 1d 13h 38m 20s
Mineral Ore 95,017 218,565 1,679,631 3,028,946 10,512,365
Antimatter 0 0 0 757,236 2,628,091
Phased munitions

Phased Munitions Icon


Phased Munitions are a booster to projectile weapons. They are the counterpart of phased projectiles for ship weapons. They increase shield bypass, hence more damage is allocated to the target's armor than the shields. This is useful in that attacking fleets are permanently debilitated and weakened for their next battle, hence, they must retreat and repair if they want to return to full strength.

Phased Munitions work well with Gladius driver turret or AP driver turrets used in combination with Arrestor beam turrets, effective at defending the base against long range attacks. The speed and proximity detonation of Gladius driver turrets allows the projectiles be already fast enough to strike targets rather easily. Arrestor Beam Turrets help by hindering a ship's movement, particular decoy ships, allowing even Kinetic driver turrets with phased munitions to land s hit on their opponents with some ease.

They are very light weapon booster and somewhat common amongst bases. On level V bridges equipped with a projectile turret, it would most certainly have both Iridium arrays and phased munitions.

Trivia Edit

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