U.S.S. Triton
Atlantis Temporal Destroyer
Atlantis Temporal Destroyer
Last Updated October 2025
The goal of this build was to combine Recursive Shearing and Cannon: Rapid Fire whereas previously I had been using it with Scatter Volley on a Theseus. I separated the two builds, moving the Scatter Volley Antiproton Escort aspect to a Chimesh and taking the Cannons+Recursive Shearing concept over to the Edison to pick up an additional fore weapon. Later, this migrated over to the Atlantis, which is a very similar platform, but picks up an Experimental Weapon and secondary Intelligence seating as well as a powerful trait. I chose Polaron since it would allow me to take advantage of the Polaron weapons from the Lukari Reputation and the powerful Technical Overload proc. Additionally, I chose a Temporal ship to pair the powerful single-target damage of Rapid Fire with Recursive Shearing.
Platform selection
The Edison was thus an obvious choice for its mastery package, Commander Temporal seating, and five fore weapons. The Atlantis built on this by swapping an aft weapon for an Experimental and offering LtCmdr Intel secondary specialization
Flavor/Theme Choices
Polaron weapons
Human captain
1 torpedo
Varied bridge crew
Variety of Polaron subtypes for color variety
This is a premium build, with the highest available budgets and resources utilized in its creation. See the build costs page for more detail.
Triton is the Greek god of the deep sea depths, fierce and powerful. Also the name of Neptune's most prominent moon, Triton is known for his power and the use of a conch shell with which he controlled the waves.
ISA: 275K (solo, deathless)
ISE: 1314K
HSE: 975K
Using the EZRA rubric, this build would cost 661 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
1 Promo ship (Miracle Worker D7)
2 Legendary Ships (Jem'Hadar Attack Ship, Legendary Avenger Battlecruiser), which also includes 1 other C-store coupon which I'd use on the Atlantis itself.
4 other T6 C-store ships (Shran, Bozeman, Adamant, Ahwahnee)
1 Event trait (Improved Critical Systems), 2 Event ships (Rex, Eleos) 1 Event device (Kobayashi Maru)
1 Lockbox console, 7 Lobi/lockbox traits, 5 non-standard doffs, 2 lockbox weapons
Reputation + fleet gear; all Mk XV Epic
0 Lockbox or R&D Promotional ships
October 2025: Replaced Warp Core and Engines with Iconian and Discovery respectively. Replaced 2 fore weapons with Breen Imperium. Replaced boff seatings to trade out Very Cold In Space, Causal Reversion, Kemocite, for Hazard Emitters, Heisenberg Amplifier, and Ionic Turbulence. Replaced Inspirational Leader with Unconventional Systems. Consoles replaced Piezo-Electric Focuser with Custom power Matrix. Replaced Computer-Assisted Flight Algorithms with Fleet Power Network Array. Replaced Refracting Tetryon Cascade with Tethered Non-Baryonic Asteroid. Was at 276K solo ISA, 1079K ISE, 938K HSE
January 2025: Replaced Soliton Wave Impeller with Inertial Polaron Shunt. Replaced Self Modulating Fire with Inspiration Leader. Replaced Superior Cannon Training with Intel Handler. Replaced Shield Absorptive Frequency Generator with Adaptive Emergency Systems. Was 285K ISA / 972K ISE / 887K HSE.
April 2024: Swapped from Edison to Atlantis. Replaced Dominion Coordination Protocol with another Isomag. Replaced a turret with Soliton Wave Impeller. Replaced Calm Before the Storm with Temporal Tunneling. Changed boff layout. Was at 285K ISA / 905K ISE / 885K HSE.
February 2024: Added Agony Redistributor, Subspace Field Modulator, and Ship of the Line (T6X2 upgrade). Swapped Ablative Shell for Pseudo-Submission. Dropped DOMINO for Computer Assisted Flight Algorithms. Was at 269K ISA / 706K ISE / 559K HSE.
August 2023: Swapped 4 Vulnerability Locators out for 3 Isomags and 2 Colony consoles. Dropped Temporal Disentanglement Suite. Upgraded batteries to advanced batteries. Replaced Protomatter Field Projector with Shield Absorptive Frequency Generator. Replaced Assimilated Module with Enhanced Dominion Coordination Protocol. Dropped Lorca's Custom Fire Controls for Tachyon Net Drones. Was at 243K ISA / 561K ISE / 403K HSE.
December 2022: Posted build
Build Breakdown
This ship is fast and focuses heavily on energy damage. It splashes into a few other spaces but for the most part, it's designed to blast down a single target very efficiently.
Notes
All weapon-centric builds benefit from the tactical ultimate, as weapon haste and bonus weapon damage from the Focused Frenzy active are appreciable when used on big targets. Applying the bonus to your team is also appreciated. I do not find the cooldown boost from Frenzied Reactions to be needed on a build with a good cooldown scheme.
Engineering skills
Single points in Hull Restoration/Hull Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
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.
Improved EPS Power Transfer is essential for recovering power while firing energy weapons.
Science skills
Single points in Shield Restoration/Shield Capacity are low opportunity cost for relatively high survivability gains. Since I need skill points elsewhere, only 1 here for those.
A single point in Shield Regeneration has surprisingly large impact on shield regeneration based on recent research by Jay
Since this character is using Gravity Well and other control-based abilities, having both points in ControlX boosts those as well as the Fragment of AI Tech trait adds value. I take a single point in DrainX to help resist drains and two points in EPG for boosting the Exotics like Gravity Well on this build.
All energy builds should take maximum points in Long Range Targeting Sensors.
The rest of the science skills are of little value on this build and are completely skippable.
Tactical skills
Energy Weapon Training, Hull Penetration, Shield Penetration, Weapon Specialization, and Weapon Amplification are all worthwhile skills to take 3 points in as they boost energy weapon damage directly. Since I do have a torpedo and it does decent damage, 2 points in Projectile Weapon Training is a good choice.
I like taking 2 points apiece in accuracy and defense. Defense is a small contribution to avoiding incoming damage but also helps reduce enemy crits when you're not moving and accuracy is just good all around, if not a stat that you'll need tons of.
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.
Intel/Strategist is the best-in-slot choice for non-tank Energy builds. Intel provides substantial damage through flanking and Intel Fleet. Strategist likewise adds damage through Logistical Support, Maneuver Warfare, and Show of Force, as well as some damage reduction through Layered Defenses. Temporal Operative would be another viable choice for primary.
Notes
This ship’s primary role is Energy DPS. Its primary weapon systems are Polaron Cannons of various flavors. I went for a variety of cannon subtypes purely for visuals. I love seeing the different cannon shots of various shapes, frequencies, and sizes. That’s why there’s a Chronometric and Vaadwaur cannon in there. The build would function just as well if not better with regular Polaron for all the slots. Energy type doesn’t matter (much), but Polaron is better suited for Rapid Fire due to the Technical Overload effect from the Lukari reputation weapons.
Mods: Recent investigations on this particular ship using the energy weapon calculator showed that taking [CrtD] mods wherever possible was a net win. This is not universally true.
Torpedoes: I wanted a torpedo for immersion purposes. Two, the right torpedo, when used with Super Charged Weapons, is NOT a DPS loss compared to beam arrays. The Morphogenic torpedo provides a fantastic 3-piece bonus in addition to fueling Super Charged Weapons.
Experimental Weapon: Inertial Polaron Shunt, as a Polaron weapon, benefits from all the +Polaron on this ship and is thus superior to flavor-agnostic weapons, even good ones, like the Soliton Wave Impeller.
Notes:
This ship is sufficiently nimble that the Prevailing Regalia engines are not worth it. This ship does somewhat lack other defensive tools, so the Stamets-Tilly 2-piece helps provide some defensive benefits.
Notes:
TRINITY analysis showed that swapping out Locators for Isomags was barely a damage boost, if that, but the survivability gains from slotting 2 colony consoles on a ship with 2 firing modes (and is otherwise very glass) were noticeable. Locators would do just fine.
It's not worth it to run Lorca's Ambition 2-piece on an energy build with Morphogenic.
Notes:
Alternate Energy types:
Obviously all weapons would need to be replaced. Don't run Morphogenic or Inertial Polaron Shunt on non-Polaron energy builds.
Meta-Focused Tweaks:
Regular Polaron cannons are probably a touch better than some of the alternate flavors I have here.
Budget Tweaks:
Regular Polaron cannons are just fine here, don't need the fancy lockbox ones
Agony Redistributor -> Temporal Disentanglement Suite
Tachyon Net Drones -> Assimilated Module.
Drop the Kobayashi Maru for a Red Matter Capacitor from the Phoenix Box
Recursive Shearing III vs CRF III
Given the seating of the Atlantis, you have to choose between Recursive Shearing III and Cannon: Rapid Fire III. Taking Recursive Shearing III results in 15% more stored damage over 5 seconds on a single-target power every 15-20 seconds. This is a “final” damage amp on that ability, not Cat1 and doubles its damage. Given that choice and given that I’d drop two ranks in Recursive Shearing compared to one for Rapid Fire, I chose Recursive Shearing III. The Vincent Kish duty officer helps mitigate this loss as well by providing a chance at upgrading the Rapid Fire II to III.
Meta-Focused Tweaks:
If you want to go full glass-cannon with unlimited budget:
Pseudo-Submission -> Duelist's Fervor
Give Your All -> Adaptive Offense
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop Terran Targeting Systems (Elite Captain unlock)
Pseudo-Submission -> Redirected Armor Plating
Context Is For Kings -> Operative
Fragment of AI Tech -> Innocuous
Intelligence Agent Attache -> Point-Blank Shot
Boimler Effect -> Photonic Capacitor
Intel Handler -> Accurate
Meta-Focused Tweaks:
These are pretty well the best traits at this price point. If your budget is unlimited
Strike From Shadows -> Universal Designs with a short cooldown console to trigger it.
Budget Tweaks:
If low budget, (try and keep the ones at the bottom)
Drop The Ruin of Our Enemies (T6X2 upgrade). This is hugely expensive and did not cost me nearly as much as I had previously purchased it from a box before they were discontinued. It is not needed for the ship to function.
Drop Ship of the Line (T6X upgrade)
If you have trait slots to fill, Improved Critical Systems is an excellent trait for free from Temporal Agent recruitment
Strike From Shadows -> Improved Command Frequency (Command specialization)
Calm Before the Storm -> Unconventional Tactics (Strategist specialization)
Go For the Kill > Improved Predictive Algorithms (Intelligence specialization)
This build basically won't work without Emergency Weapon Cycle but if you really can't swing it, try Arrest from the Constable specialization to help fill cooldowns as presumably you won't have Boimler Effect either.
Notes:
Go For the Kill is pretty important to Cannon: Rapid Fire builds but I understand it's obnoxiously expensive to acquire.
Meta-Focused Tweaks:
If you're truly space-rich
Slotting another 21 of 47 would be a reasonable boost to damage, but you could also go for one or more 26 of 47 which is much more expensive.
Trading either the Matter-Antimatter Specialist or the Gravimetric Scientist for another Energy Weapon Officer would be a decent trade
Budget Tweaks:
If low budget
Replace Energy Weapon Officers with a Maintenance Engineer (Exocomp) from the Phoenix Box and the Mirror Hakeev Astrometric Scientist also from the Phoenix Box.
Replace the Security Officer with a Warp Core Engineer (chance of power on Emergency Power ability)
Replace the Matter-Antimatter Specialist and Space Warfare Specialist with Fabrication Engineers from K-13 that gives you a chance of small skill boosts from Lieutenant or Ensign abilities
This ship manages cooldowns via Photonic Officer I and The Boimler Effect. Previously I was using Photonic Officer II, the Chrono-Capacitor Array reputation trait, and a Krenim boff to help with the tactical chain cooldowns, but the Boimler Effect allows me to drop the reputation trait and downgrade Photonic Officer. That said, I do not recommend slotting the Boimler Effect as your only CDR source.
Keybinds are essential to how I fly this ship. I keep this one pretty straightforward, just a single spambar.
Spambar: (Spacebar) Emergency Power to Weapons III, Beam Overload, Attack Pattern Beta, Override Subsystem Safeties, Torpedo Spread, Kobayashi Maru Transponder, Emergency Power to Engines, Photonic Officer, Cannon Rapid Fire, and Deploy Construction Shuttle Wing.
Everything else is activated manually. Batteries are held manually to sync Large Aux Battery usage with FPNA.
I do some prebuffing on ISE aside from Kobayashi Maru and Emergency Power to Weapons. You'll want to prestack the Morpho set somewhat, but stop at 0:15 prior to start to avoid being in Combat. I activate [spacebar] as I fly in. For Emergency power prebuff, I want to use Power to Weapons at 20 seconds before countdown and Power to Engines at 5 seconds before so my Evasive Maneuvers resets properly. I use my big buffs and keep spacebar cycling at the big group. Recursive Shearing should be used on the Tactical Cube on Elite. On ISA, I’d save the big buffs until the left generator. Next, I hit Evasive Maneuvers and fly to the left side, activating my big buffs on and keeping the tactical chain going. Target the generator with Sensor Scan and Recursive Shearing and position to hit the smaller transformers as well.
As the generator is about to die, turn and engage the ball of Nanite Spheres, aiming to use Refracting Tetryon Cascade and Diversionary Tactics. I will often use a Reinforcements cooldown here as well if I could not activate Fleet Support earlier. Activate Evasive Maneuvers and fly to the right side, rinse and repeat with as with the left. I try to save my big active heals for this part. As it's dying, I turn back on the gateway and FIRE EVERYTHING!
I try to stay so that my cannons can hit the gateway and any nearby spheres. Priority targets for Recursive Shearing are initial Tac Cube (ISE only), left generator, right generator, gateway, Tac Cube. Since I am using Intelligence as primary specialization, I want to look for flanking angles on the big targets. These are indicated by a little arrow on the targeted enemy's health graphic. When the arrow points DOWN, you're flanking.
Numbers from record ISE:
Dual Heavy Polaron Cannons - Rapid Fire II: 151,977
Agony Redistributor: 123,974
Inertial Polaron Shunt: 120,591
Recursive Shearing III: 105,156
Wide Arc Dual Heavy Polaron Cannons - Rapid Fire II: 87,287
Advanced Piezo-Polaron Dual Cannons - Rapid Fire II: 80,814
Morphogenic Energy Torpedo: 77,367
Morphogenic Energy Weapon: 77,061
Dual Heavy Polaron Cannons: 68,555
Advanced Inhibiting Polaron Heavy Turret - Rapid Fire II: 48,453
Wide Arc Dual Heavy Polaron Cannons: 45,700
Technical Overload: 43,152
Tachyon Net Drones: 42,472
Advanced Piezo-Polaron Dual Cannons: 39,964
Dual Heavy Polaron Cannons - Rapid Fire I: 29,272
Advanced Inhibiting Polaron Heavy Turret: 21,119
Polaron Beam Array - Fire at Will II: 17,473
Wide Arc Dual Heavy Polaron Cannons - Rapid Fire I: 17,363
Delta Distress Beacon: 15,995
Digital Compilation Field: 13,767
Heavy Morphogenic Polaron Turret - Rapid Fire II: 12,261
Anti-Time Entanglement Singularity: 12,091
Advanced Piezo-Polaron Dual Cannons - Rapid Fire I: 12,072
Photonic Fleet: 10,847
Molecular Deconstruction Beam: 8,674
Concentrate Firepower III: 7,965
Distributed Targeting: 6,765
Advanced Inhibiting Polaron Heavy Turret - Rapid Fire I: 5,636
Morphogenic Polaron Array - Overload I: 5,382
Gravity Well I: 4,484
Concentrate Firepower: 878
Destabilized Emitters: 14
Crits were extremely high in this run, approximately 70% with flanking around of 40%, which was a significant contributor. While it's hard to say how much damage gain was created by running Vincent Kish, there was a significant amount of DPS from Rapid Fire IIIs, a total of 7.6K DPS. The team composition for this run was a support tank, and 3 supports. The Breen weapons did not proc that I could tell.
The only other ship with both full Temporal and Intel seating and 5 fore weapons is the D7 Temporal Battlecruiser, which would take EPTE at rank 2 and take a higher rank of torpedo spread, plus swapping out the Experimental Weapon for a turret.