|“||The Repulsor Shield is a ship shield that takes reduced damage from Kinetic weapons and recharges to full strength over time.||”|
|— In-Game Description|
|Mass||45 t||270 t||810 t|
|Shield Recharge||9 energy/s||54 energy/s||162 energy/s|
|Recharge Delay||3 s|
|Hull XP||352 XP||2,415 XP||8,150 XP|
|Farming Tier||VEGA Tier I||VEGA Tier II||VEGA Tier IV|
|Prerequisites||Deflector Shield III||Deflector Shield IV||Deflector Shield V|
|Time||1m 30s||7m 00s||1h 23m|
|Time||1m 30s||9m 00s||27m 00s|
The Repulsor Shield is an advanced Kinetic ship shield that can start replenishing its energy reserves after several seconds without interruption.
Note that once fully depleted, the shield is useless for the remainder of the battle and cannot recharge.
Strategy and Setup
Repulsor Shields can potentially block massive amounts of damage, provided that they get the chance to regenerate after each volley.
Regenerating shields are excellent for shield-switching tactics, where a healthy ship protects a damaged ship (most commonly through ship blocking), buying time for the damaged ship to fully regain its shields. They are also good for intermittent combat such as sniper attacks and battleship fights, where shields often get the chance to regenerate between each round.
Repulsor Shields have poor mass efficiency compared to the Deflector Shield without the chance to recharge. Therefore, if your fleet is designed to blitz enemy ships or otherwise engage them in close combat, it is not recommended to use this shield as the enemy can easily overwhelm them in a single volley.
Repulsor Shields have the least shield energy out of the three regular regenerating shields. This means that they have the lowest chance of being able to recharge, unless you specifically use them on sniper fleets which almost exclusively suffer Kinetic damage.
- Hulls with active Repulsor Shields glow light-blue, similar to the Deflector Shield.