Chase Phantom

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Chase Phantom   Chase Sentry

The Chase Phantom is warped into combat and deals Energy damage to enemies that increases the longer it fires.
  — In-Game Description 

Stats[edit | edit source]

Chase Phantom I
Mass 3,000 t 4,100 t 5,250 t
Charge Time 0 s
Spawn Interval 5 s
Spawn Rate 1
Spawn Limit 2
Restricted to Spectre
Restricted to Tier 9
Hull XP 35,200 XP 40,434 XP 49,780 XP
DPS 1,000 Energy 1,500 Energy 2,000 Energy
Range 0-3,000 m
Firing Cycle C: 0.2 / F: 0.8 / R: 4.0 / N: 4
Overcharge Amount +25% DPS
Overcharge Delay 5 s
Overcharge Max +50% DPS
Overcharge Duration 10 s
Traits BeamPass Through
Health 15,000 17,500 20,000
Energy 15,000 25,000 35,000
Defense 90%
Resists 10% Energy 25% Energy 50% Energy
Speed 1,500 m/s
Turning 35.0 deg/s
Strafe 60 m/s
Rear Speed 500 m/s
Acceleration 2,000 m/s2
MODIFIERS Wrench.png
Priority Range 8,000 m
Force Target Range 4,000 m
Priority Target Carrier
Resists 10% Alien 25% Alien 50% Alien
Resists 10% Plasma 25% Plasma 50% Plasma
Resists 10% Blight 25% Blight 50% Blight
BLUEPRINT CompleteBlueprint.png
Farming Tier Liberatus Lithium Cargo Liberatus Lithium Cargo N/A
Pieces 8 8 N/A
Arms Lab Required XI XII N/A
REUSABLE ITEM ReusableItem.png
Arms Lab Required N/A N/A XII
CRAFT Crafting.png
Workshop Required IX
Fragments Fragment.png N/A N/A 150
EQUIP ModuleRefit.png
Time Time.png 6h 00m 9h 00m 13h 00m
Helium-3 Helium3.png 13,884,600 20,132,670 32,628,810
Antimatter Antimatter.png 7,417,800 10,755,810 17,431,830

General[edit | edit source]

The Chase Phantom is a spawner that can be equipped to Tier 9 Spectre Hulls. It spawns up to two small ships. Each ship is equipped with a shield that resists Energy Damage as well as a Cyclotron Beam-like weapon, albeit with much shorter range. Unlike the Blaze Phantom, these ships only have one firing arc.

Its AI prioritizes attacking other carriers, so it will try to engage them instead of other enemies unless there is a primary target selected.

Strategy and Setup[edit | edit source]

Advantages[edit | edit source]

Phantoms are even more tanky than Zealots (e.g. the Spectral Zealot) and deal more damage. They also have an extremely high spawn rate that is on par with Myrs (e.g. the Spectral Myr), so even if the enemy manages to destroy it, a new one would mostly like immediately spawn in.

Each Chase Phantom's weapon's Overcharge ability can increase damage potential to approach that of the Blaze Phantom even when the latter gets to use both firing arcs. With twice the spawn limit, this amounts to up to double the overall damage.

Their tendency to run straight towards the enemy makes them excellent meat shields, especially when you could send twice the amount of spawned ships to pile up on the enemy at once.

The Chase Phantom is especially durable against enemies that deal Energy Damage due to its shield type. It also has resistance to the three RPS damage types - Alien Damage, Plasma Damage and Blight Damage.

Disadvantages[edit | edit source]

Its mobility is considerably worse than the Zealot so it takes longer to move between different targets. Its beams are also susceptible to the Weapon Disrupted debuff.

While its shield only resists one damage type (as opposed to the Zealot's four), the much greater amount of shield energy more than makes up for that.

Trivia[edit | edit source]

  • Chase Phantoms resemble a mini Heretic Cruiser in appearance but have a cutter firing arc (65 deg).

Gallery[edit | edit source]