I.K.S. Antaak
Lo'laH Intel Science Destroyer
Lo'laH Intel Science Destroyer
Last Updated September 2025
This build takes an Exotic platform and leans more into the tactical side of things, employing Entwined Tactical Matrices and three tactical seats. It also leverages Intel seating. There are other ways to deploy space magic and they're all effective to some extent as the full spectrum of my exotic builds demonstrates.
Platform Selection
In 2025, the introduction of the Ark Royal superceded all other ETM-based EPG builds given its combination of 2 hangar bays and a secondary deflector. While this build was previously on the Damar, what made sense was to keep the more expensive build on the Ark Royal and tailor this one to a lower budget, what we call midrange. The Lo'laH itself is an excellent platform and it brings an additional fore weapon as well as a powerful console that we'll use on any EPG build.
Why an Engineer?
The short version is that I already had the build set up on an Engineer and the Iktomi and Ceaseless Momentum are expensive. Besides that, even though my other toons are Tacs/Scis, it’s a strong counterargument to the idea that engineers can’t do DPS/can’t do sci builds effectively. (Note that effective is not the same as optimal; Tac Rom Alien still wins that argument). At first it was kind of a happy accident, now it's here to prove a point: Engineers can still do silly-high DPS with Exotics. It's the same reason why I don't fly the Verne/Sui'Mor, which have a theoretically higher ceiling.
The Engineer is the weakest for exotic builds by about 5-10% final DPS at this level of performance. Tactical captains using exotic builds benefit from Tactical Fleet, Fire On My Mark, and Attack Pattern Alpha, and Go Down Fighting. Science captains benefit from Scattering Field, Science Fleet, and Sensor Scan as well as the utility of Subnucleonic Beam. In contrast, the Engineer has only one useful offensive ability for an exotic build - EPS Power Transfer. Nadion Inversion and Intrusive Energy Redirection are largely wasted on an exotic build (although the latter procs Drain Infection). The Engineering captain’s other abilities are largely focused around durability.
I have tried to make up for the lack of offensive captain powers by making it a glass cannon, with only two weak bridge officer heals, plus the captain powers and a couple of personal traits for healing/survivability. Thus, all of the console slots are devoted to offensive purposes. Given the results on this ship exceed any other build I've done, I don’t miss the Tac/Sci career powers. If someone wants to expand on this concept using a Tac, be my guest.
Flavor/Theme Choices
Hull Image Refractors console for survivability
Varied bridge crew vs all Superior Romulan Operatives/Pirates
Engineering career
Human captain
This is a midrange build with numerous C-store purchases up to 20K Zen and a 600M EC/200 Lobi limit but no lockbox ship or promo ships involved. See the build costs page for more detail.
Antaak was a Klingon scientist and doctor early in the 23rd century. He was assigned to both cure a mutagenic virus and create a Klingon Augment virus. With the reluctant help of Jonathan Archer, he was able to do the former, saving his species from plague, despite attempted interference from other Klingons. This ship is the result of a collaboration once again between the Federation and Klingon Empire in the areas of . . . science!
ISA: 251K (solo, deathless)
ISE: 1022K (premade)
HSE: 775K (premade)
Using the EZRA rubric, this build would cost 260 USD to replicate. That is far more than what I spent on STO to make it. If the cost looks daunting, don't worry! Lower-budget alternatives are provided below.
Elite Captain/T6X upgrade, all fleet unlocks
4 T6 C-store ships (Trailblazer, Somerville, Clarke, Lo'laH, or cross-faction equivalents)
1 Lobi ship (Iktomi)
2 Event items (Hysperian Intel Battlecruiser, Pahvan Omni)
3 Lockbox consoles, 5 lockbox traits, 4 non-standard doffs, 2 lockbox boff abilities
Reputation + fleet gear; all Mk XV Epic
0 R&D Promotional, Legendary or Mudd's/Phoenix ships
September 2025: Posted build.
Build Breakdown
This ship is heavy on exotic damage but still ventures into some build spaces with supportive abilities, hangar bays, torpedo damage, as well as concessions to survivability. Since it is so diverse, it also intentionally has a subgoal that leads to it being somewhat themed.
Notes
Since this is an exotic build, using an ultimate is not really worth it. The Tactical ultimate only benefits weapon damage, which is a very low percentage on this build and the other 2 ults are garbage.
Engineering skills
Two points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains.
I always take a single point in Hull Plating, but other resistance skills and Damage Control are not worth it. Likewise, 2 points in Impulse Expertise is an appreciable boost to maneuverability. Warp Core Potential and especially Warp Core Efficiency help boost power to subsystems. Efficiency is particularly good at adding power to subsystems I am not allocating much power to.
I take 2 points in EPS Power Transfer to recover power levels faster after drains or Full Impulse, but it's low impact on this build.
Since I don't want to use Emergency Power to Auxiliary to reach a max of 130 Aux, I take extra points in Defensive, Aux Subsystem Performance and Warp Core Potential to cap out power. Need EPS Manifold Efficiency to make this work but that's a good choice anyway.
Science skills
Long-Range Targeting Sensors is useful on other builds that use energy weapons more.
Since Control Expertise and Exotic Particle Generators are primary offensive stats for this build, I want those maxed out and take Control Amplification. Drain Infection and a single point in Drain Expertise adds minor benefits.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
I do use multiple projectiles, so 3 points in Projectile Weapon Training is merited. Energy weapons are a very low contribution on this build but I take for other builds on the same character that use it more. I only take 2 points apiece in Hull Pen, Shield Pen, and Weapon Specialization as those only benefit weapons and thus aren't a major damage component. Maxing Weapon Amplification is essential to optimize gains from the Imperial Rift 2-piece set, which scales Exotic CrtD based on that stat.
I like taking 2 points in defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving. I only take 1 point in accuracy; weapon damage and output is not a focus on this build.
Coordination Protocols, Defense Coordination and Offensive Coordination are good team boosts so I always take those. They also benefit hangar pets on builds that have those. Improved Tactical Readiness is essential for reducing tactical cooldowns along with the rest of the cooldown scheme.
Unlocks
There are two crucial unlocks: battery expertise (improves duration of consumable batteries) and threat control which either increases or decreases threat based on threatening stance.
Notes
This ship’s primary role is Exotic DPS using bridge officer powers, exotic torpedoes, and other non-weapon effects. The primary offensive statistics for this ship are the Exotic Particle Generators skill (EPG), Critical Chance (CrtH), Critical Severity (CrtD), Auxiliary power (Aux), +Exotic, Damage Resistance Reduction (DRR), and +Bonus Exotic Damage. Secondary offensive statistics are Control Expertise (CtrlX) and +Projectile Damage as well as Weapon Amplification, since that skill boosts Exotic Critical Severity through use of the Imperial Rift 2-piece.
The Dual Beam Bank, and Dyson Proton Weapon are purely there for passive bonuses and contribute very little meaningful damage.
Notes:
Drive Train: The Imperial Rift 2-piece is best-in-slot for exotic builds. The 4-piece is competitive, but not quite as good IMO unless you can guarantee a good use of the active. If it's not available, use the Temporal 2-piece instead. This ship in particular benefits from having the Prevailing (Competitive) Engines so I'm using the Revolutionary Shield so I can fit the engines.
Hangar pets: You could swap the Elite Alliance Fighter squadrons out for Normal (Blue) To'Duj Squadrons if you have them. I don't, and I'd prefer torpless fighters that buff me (which the Alliance fighters do) anyway.
Notes:
Exotic Subflavors: In my opinion, there are 4 main flavors in the Exotic space right now. All of them are pretty similar overall and all can be combined to a certain extent, but there are subtle differences:
"Clicky" builds are going to lean more on universal consoles with powerful actives, the Cutting Tractor Beam console to boost damage of those, and the Unconventional Systems trait to reduce cooldowns. This also pretty much forces a lower-cooldown "Control" bridge officer power than only having Gravity Well, so you'll see Tractor Beam/Tractor Beam Repulsors as a mule. The downside is that acquiring all those clickies is expensive and some of them are quite finicky. This is the highest-end sci meta, but is very expensive and only works superbly on certain maps.
TacSci builds are going to emphasize torpedo spreads with the Entwined Tactical Matrices build. This'll require 1-2 extra boff powers devoted to Tactical powers, possibly with Kemocite or an attack pattern on top and works well on things like the Fleet Nautilus that have excess Tactical seating. This also leads to a synergistic choice of the Morphogenic 3-piece. This build is specifically focused on this subflavor and the DSD.
DSD builds emphasize the Deteriorating Secondary Deflector more. While most any high-end sci boat will be running Structural Analysis and DRB, this lean goes beyond that. This means you'll see powers like Tyken's Rift or Charged Particle Burst. Mathematically, this means an emphasis on Cat2 damage or -DRR, because the DSD is super-heavily-loaded with Cat1 already. This kinda works better with the clicky focus because Delphic Tear is a thing. This is the cheapest build to start building effective exotics with.
SIA builds emphasize Spore Infused Anomalies above almost all else. This has some hard decisions against a TacSci lean because that's 2-3 boff powers going to Tac that could be going to more anomalies or more triggers for Spore Infused Anomalies. It also has some conflict with the clicky focus because SIA doesn't scale with +Exotic or +Bonus Exotic damage consoles like Delphic Tear or Causal Anchor or Temporal Vortex Probe.
Alternate exotic types:
Please see my Dranuur for a more clicky and SIA-focused build. Repeated testing has shown that the DSD/SIA focus is stronger but if you like Tac-Sci, both are very viable up to and above 1M DPS.
Budget Tweaks:
The first thing to drop would be Bio-Electrical Wave Capacitor (T6X2 upgrade)
The next thing would be Genesis Seed (T6X upgrade)
Plasma Storm can be replaced with something like a Constriction Anchor which should be relatively cheap on the Exchange, or the Nukara Particle Converter at an extreme budget level.
If the event consoles (Dragonsblood Flame Reactor, Subspace Fracture Tunneling Field) aren't available, swap in the Chronometric Capacitor (Mission Reward; Time and Tide) and the Proton Particle Stabilizer (Dyson Reputation). Alternately, the 8472 Counter-Command Relay is another option (Mission Reward; Surface Tension). This probably means you're going to need Emergency Power to Auxiliary unless you have another source of Aux power to max it out.
Notes
Delayed Overload Cascade could replace Hazard Emitters but it's finicky to use well and doesn't trigger Spore-Infused Anomalies
If you're worried about self-destructing with destructible High Yield torpedoes, replace Concentrate Firepower with Tyken's Rift II.
Meta-Focused Tweaks:
The meta would be to fly a Tactical captain, specifically a Romulan Alien. This would result in swapping Grace Under Fire for A Good Day to Die and EPS Manifold Efficiency for Duelist's Fervor
Alien trait -> Intelligence Agent Attache if using a tactical captain. Engineering captain powers have little effect on exotic damage.
Give Your All -> Pseudo-Submission and hope the placate is enough/tank is good
If low budget, (try and keep the ones at the bottom)
Drop Unconventional Systems (Elite Captain unlock)
Context Is For Kings -> Operative
Resonating Payload Modification -> Techie
Enlightened -> Astrophysicist
Terran Targeting Systems -> Projectile Training
Meta-Focused Tweaks:
To truly make a meta exotic build with unlimited budget, you'd need to go pick Universal Designs and the Ruin of Our Enemies, which would be very expensive.
Budget Tweaks:
If lower budget, (try and keep the ones at the bottom)
Drop Weaponized Exotic Particles (T6X2 upgrade)
Drop Five Magicks (T6X upgrade)
Improved Photonic Officer -> Unconventional Tactics
This build doesn't really work without Entwined Tactical Matrices or Spore-Infused Anomalies
Notes:
If you have Strike From Shadoes, it's generically a good trait on any DPS build and could replace ODR or Command Frequency
Meta-Focused Tweaks:
These are pretty much the best you can get on this ship at this budget. You could spend up by replacing the reload PWO with a Matter Anti-Matter Specialist that gives CtrlX on use of EPtE. Anything beyond that involves expensive Borg doffs.
Budget Tweaks:
You could drop a crit-boosting PWO for a regular one. Thes should be pretty cheap though.
This ship uses Improved Photonic Officer as its primary cooldown mechanism. Don't need Boimler Effect or anything else. If Improved Photonic Officer is too expensive, consider picking up Torpedo Astrometric Synergy and the Chrono Capacitor Array trait, dropping Omega Kinetic Shearing and Particle Generator Amplifier
With as many abilities and synergizing concepts as this ship employs, an efficient control scheme is essential. There are many ways to set up such a ship, so I don't pretend to assume that my way is superior. It works for me, especially with my background in RTS and MOBA games, where pushing many different keys quickly is essential:
[Spacebar] is my spambar. It includes Emergency Power to Engines, Exotic Particle Floods, Scatter Volley, Scatter Volley, and Fire at Will. It also includes Nadion Inversion, and Aux to Structural.
[1] is an alternate fire bind for Torpedo Spread and Advanced Targeting Locks
I also bind "Fire all weapons" to right mouse.
Everything else is manually triggered.
This first one is not this ship, but covers general piloting tips for this build type on ISE
ISA/ISE
Pre-buff the spambar prior to countdown (in PUGs) or prior to launch call (premade). Hit the first group with basic Exotic combo, leading with Chronometric Inversion Field and staggering your cooldowns on anomalies every 2 seconds. On ISE, use EPS Power Transfer -> Genesis Seed, Plasma Storm, and big buffs here as well. Next, hit Evasive Maneuvers and fly to the left side, using any remaining big buffs. Target the generator with Tyken's Rift and whatever other exotic powers are available along with another torpedo spread and the rest of the consoles: Dark Matter Anomaly, Delphic Tear, Neutronic Eddy Generator, along with Relocate Mines. Save GW/SSV. As the generator is about to die, turn and engage the ball of Nanite Spheres with a second Grav Well on a longer run. On a shorter run, simply bypass the spheres and fly to the right side. Can use a Reinforcements cooldown here as well. In general, Delta > Nimbus.
Activate Evasive Maneuvers and Deuterium and fly to the right side, rinse and repeat with as with the left. Save big active heals for this part in iSA because PUG teams don't always fly over to right generator quickly. As it's dying, turn back on the gateway. Evasive Maneuvers might be available here as well to go even faster. Activate Quantum Singularity Manipulation and FIRE EVERYTHING! Close to 5 km and drop the Anti-time bubble and your third GW (second on a fast run) with the boost from Quantum Singularity Manipulation. Another Relocate Mines should be used here to pull in the mines. With any luck, the 400+ CtrlX Grav Well will also suck in the remaining spheres. All the universal console clickies should be available here as well. Finish off the tac cube and that should be it. On a slower run, I can often get a third round of big buffs and console actives on the gate or tac cube if I use them again on right transformer.
HSE
Don't prebuff too much. Drop your opening salvo with every long cooldown buff on one of the first Tac Cubes with the goal being to pull the spheres in as well. Use the 5 minute powers here. Stay close to your tank and be prepared to drop a Bio-Molecular Shield Generator to help them out if needed. Taking down the individual tac cubes farther back in the formation might take a little longer. Another trick to be careful of is to avoid triggering both DRB and Structural Analysis at the same time/target since the Deteriorating Secondary Deflector doesn't stack. The -DRR is good and does stack between them, but the DSD is so powerful that we want to spread that debuff out further. Once the queen's guards are down move to the large dreadnoughts, focusing fire with your team. Console actives are likely coming back at this time so use as available. Chronometric Inversion Field is best saved in case one of the pickles activates Feedback Pulse; ditto with the queen though a premade team should have a science captain to cleanse it. Since your damage doesn't really fall off with distance, staying more than 6 km from the queen will prevent deaths to Aceton Field. Make sure you're using Relocate Mines on large, healthy targets as it's available as well as your fleet summons and batteries!
Numbers from record ISE.
Breath of the Dragon: 142706
Destabilized Proton Eruption: 93900
Resonance Shock: 85440
Deteriorating Secondary Deflector: 56768
Gravimetric Torpedo: 95308
Particle Plasma Emission Plasma Torpedo: 43935
Enhanced Bio-Molecular Photon Torpedo: 41706
Genesis Seed: 39959
Gravity Well III: 37256
Digital Compilation Field: 37049
Cryonic Turbulence I: 36872
Destabilizing Resonance Beam II: 34776
Spore-Infused Anomalies: 34493
Entropic Rider: 28143
Disruptor Wide Angle Dual Beam Bank: 39279
Fleet Support: 34078
Dark Matter Anomaly: 24743
Concentrate Firepower: 21653
Delphic Tear: 20573
Pahvan Proton Beam Array: 24081
Anti-Time Entanglement Singularity (Rank 2): 17959
Fek'ihri Torment: 9570
Blackout Mine: 5708
Distributed Targeting: 4879
Dyson Proton Weapon: 4518
Drain Infection: 4509
Refracting Tetryon Cascade (Rank 2): 4336
Plasma Fires: 566
Counter-Offensive: 119
Weapon crits were around 50%, exotics were generally higher, up into the 90s. The team composition for this parse was this ship, a support tank, and 3 supports.
There are not a ton of science ships with Intel and Command seating. The Son'a Command Science Vessel could port this build seamlessly, as could the Echelon Intel Science Spearhead.