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Overdrive/Pharmakon 3

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A.X.I.S. Overdrives   Altairian Overdrives   Umbra Overdrives   Pharmakon Overdrives

Pharmakon Overdrives (I)   Pharmakon Overdrives (II)   Pharmakon Overdrives (III)

List of Pharmakon Overdrives (III)[edit | edit source]

Plexus Phase State[edit | edit source]

The Plexus Carrier, unlike other Pharmakon ships, does not receive any speed bonus in Phase State. However, the standard 100% screen defense and +50% weapon charge/cooldown time still apply.

Network Sync[edit | edit source]

When the Plexus Carrier takes enough screen damage (in terms of Phase Energy lost when not in Phase State), it projects the Phase Field for a moderate duration, after which there is a short cooldown before the screen damage counter can start to reaccumulate.

Network Sync I II III
SPECIFICATIONS Notepad.png
Damage Required 3,500 4,000 4,500
Duration 8 s
Support Phase Field
Cooldown 4 s


Laser Array[edit | edit source]

When 3 or more enemies are within the targeting arc of the Plexus Carrier, a long-range beam weapon is activated that targets different enemies unless a primary target is in range (in which case all three beams focus on the same target). Note that each beam carries the listed DPS.

Laser Array I II III IV V
SPECIFICATIONS Notepad.png
DPS 575 Plasma 700 Plasma 825 Plasma 950 Plasma 1,075 Plasma
Range 0-11,000 m
Projectile Range 8,000 m
Firing Cycle C: 0.2 / F: 2.8 / R: 2.2 / N: 14


The effects last until 3 seconds after the condition is no longer satisfied.

Tier 8 Phase State[edit | edit source]

Tier 8 Pharmakon hulls such as the Operator, other than the Zettabyte Dreadnought, receive a bonus to forward, strafe and turning speed when in Phase State. The standard 100% screen defense and +50% weapon charge/cooldown time also applies.

Tier 8 (Phase State) I
SPECIFICATIONS Notepad.png
Speed +200%
Turning +200%
Strafe +200%


Rupture (Exiting Phase State)[edit | edit source]

Upon exiting Phase State, the Operator instantly fires a burst of weapon projectiles, with a massive damage boost.

More precisely, the Firing Cycle of each equipped weapon is instantly set to the firing phase when the overdrive is activated. For the duration of the overdrive, the charge and reload times are both reduced by 1 second, given that the minimum charge time is 0.4 seconds and the minimum reload time is 0.2 seconds, and the damage boost, aka "DPS Boost", is applied (despite its name, it does not account for the increased fire rate so the real boost in DPS may be greater than this value). If the weapon was previously in the charging phase with remaining duration less than 1 second, an additional projectile may be fired during the firing phase when the overdrive is activated, extending that firing phase by 0.2 seconds. Due to how the game handles changes to the Firing Cycle, the charge and reload times are functionally unaffected for values at or above the duration of the overdrive, which is 2.0 seconds.

Rupture I II III
SPECIFICATIONS Notepad.png
Duration 2 s
DPS +500% +525% +550%


Fracture[edit | edit source]

Upon exiting Phase State, the Vector fires a homing projectile that deals Plasma damage and can ricochet across multiple enemies. If there are no enemies in weapon range, the projectile is fired blindly from the front of the hull instead.

With bonus health damage and a 10-second ablative recovery suppression, it is especially devastating against Umbra hulls.

Fracture I II III
SPECIFICATIONS Notepad.png
Damage 4,000 Plasma 5,000 Plasma 7,000 Plasma
Weapon Speed 5,000 m/s
Projectile Range 9,000 m
Ricochet 3
Ricochet Per Target 2
Ricochet Detection Range 3,500 m
Max Ricochet Angle 360 deg
Ricochet Projectile Range 4,000 m
Ricochet Damage Modifier 100%
Health Damage +25%
Ablative Recovery -50%
Traits HomingPass Through


Zettabyte Phase State[edit | edit source]

The Zettabyte Dreadnought receives a bonus to forward, strafe, turning speed as well as acceleration when in Phase State. The standard 100% screen defense and +50% weapon charge/cooldown time also applies.

Tier 8 (Phase State) I
SPECIFICATIONS Notepad.png
Speed +200%
Strafe +200%
Turning +39.0 deg/s
Acceleration +580 m/s2


Giga-Pulse[edit | edit source]

When the Zettabyte Dreadnought takes enough screen damage (in terms of Phase Energy lost when not in Phase State), it emits a huge shockwave that deals modest DPS. A huge bonus to DoT Stacks is also applied for a brief moment (around 1 second).

Giga-Pulse I II III
SPECIFICATIONS Notepad.png
Damage Required 10,000 15,000 20,000
Damage 1,000 Plasma 1,500 Plasma 2,000 Plasma
AoE Radius 8,000 m
Duration 1.0 s
DoT Stacks +1,000


Stutter Salvo[edit | edit source]

When the Zettabyte Dreadnought enters Phase State, it fires a homing torpedo that explodes with huge AoE and slows enemies caught in the blast.

Stutter Salvo I II III IV V VI
SPECIFICATIONS Notepad.png
Damage 3,000 Plasma 4,000 Plasma 5,000 Plasma 6,000 Plasma 7,000 Plasma 8,000 Plasma
Stasis Potency 25% 25% 50% 50% 75% 75%
Stasis Duration 3.8 s
Range 0-12,000 m
Projectile Range 14,000 m
Speed 3,000 m/s
AoE Radius 6,000 m
Traits Homing


Defrag[edit | edit source]

Upon exiting Phase State, the Monitor emits a shockwave centered on itself (regardless of whether any enemies are in range), damaging all enemies within. After 1 second, another shockwave is emitted for 2x the damage, then yet another one after 1 second for 4x the initial damage.

With bonus health damage, it is extra effective against Umbra hulls.

Defrag I II III
SPECIFICATIONS Notepad.png
Damage 400 Plasma 600 Plasma 800 Plasma
Damage 800 Plasma 1,200 Plasma 1,600 Plasma
Damage 1,600 Plasma 2,400 Plasma 3,200 Plasma
Range 0-5,500 m
AoE Radius 5,500 m
Health Damage +25%


Note: If the fleet enters Phase State before the duration ends, the remaining shockwaves will not fire.

Ancillary Routine[edit | edit source]

When the Monitor takes enough screen damage (in terms of Phase Energy lost when not in Phase State), it launches several drones that have a large amount of health and apply Ablative Suppression for 10 seconds, but otherwise do very little damage. If the drones are destroyed, they can be relaunched for the duration of the overdrive.

The damage counter cannot be refilled until after the overdrive ends.

Ancillary Routine I II III
SPECIFICATIONS Notepad.png
Damage Required 2,000
Duration 15 s
Drone Count 2 3 4
DPS 150 Plasma 250 Plasma 400 Plasma
Flight Time 15 s
Scramble 6,000 m
Speed 1,800 m/s
Health 10,000 12,500 15,000
Ablative Recovery -50%


Trivia[edit | edit source]

  • The Phasing revamp in early November 2019 has changed the activation condition of Network Sync to be based on Phase Energy instead of Screen Energy.
  • The Exiting Phase State overdrive for the Operator is named as "Rupture" in the detailed stat block.
  • When originally released, Rupture's minimum charge time was zero, which resulted in the Nova Driver being able to fire 5 times per second, dealing ridiculous amounts of damage. This was changed in the update of early December 2019, such that it could only fire 1.2 times per second. It was nerfed again when Horde Cannon was released, with the minimum reload time set to 0.4 seconds. However, this was later reverted to pre-Horde Cannon values.
  • The Fracture overdrive originally had a bug which allowed its projectiles to travel very far if the target dies midway. This was fixed in the late February 2020 downtime.
  • Stutter Salvo is the first overdrive that is triggered upon entering Phase State.

Gallery[edit | edit source]