The Negh’Var is a Grade 6 Uncommon Klingon Battleship, the largest warship the Empire fields and its flagship class. It plays as a heavy combat brawler: deep hull and shield pools, a mix of disruptor and kinetic guns, and an optional cloak. It builds at Shipyard level 63, so it sits firmly in the endgame. If you have pushed your shipyard into the 60s and you run a Klingon fleet, it is a serious battleship worth the grind.
How to get the Negh’Var
The Negh’Var needs 150 blueprints before you can build it, and your Shipyard must be at level 63. The build cost is 364 6★ Dilithium, 43,400 6★ Tritanium, and 2,648 6★ Common Refined Ore, and construction takes 9 days. The blueprint source is not part of the ship data, so check the current in-game store, events, and offers to see where the prints are available in your game.
Negh’Var ability
The Negh’Var’s ship ability is Asteroid Field Resistance. It raises the ship’s resistance to asteroid field hazards, starting at 15% at level 1 and climbing to 150% at level 75. Ship abilities are always active, so this bonus applies automatically whenever the Negh’Var is operating inside an asteroid field. In practice it softens the penalty asteroid fields impose, which helps when you take the ship into those systems.
Negh’Var active ability
The Negh’Var also carries player-triggered abilities that you unlock through refits. Ship Cloaking hides the ship until the cloak’s duration runs out, or until you enter combat, begin mining, or dock at a station. Field Repairs, used out of combat while undocked, instantly repairs 25% of the ship’s hull HP. You activate these yourself rather than relying on them to fire on their own, and they give the Negh’Var options for repositioning and staying in the field longer between repairs.
Stats and tiers
Base values below come from the current game data; research, buffs and officers raise them in play. The Negh’Var runs from tier 1 up to tier 15.
| Ebene | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| 1 | 6.9 / 1,100 | 90 | 13,000 (650) | 10,495,022 | 14,916,600 | 12,705,811 |
| 8 | 7.6 / 1,280 | 90 | 20,400 (985) | 18,296,090 | 26,006,223 | 22,151,157 |
| 15 | 8.3 / 1,420 | 90 | 63,800 (3,120) | 35,587,056 | 50,579,506 | 43,083,281 |
Weapons and firing pattern
Warm-up is the round a weapon first fires; cool-down is the number of rounds between shots after that. These figures are at max tier 15.
| Waffe | Typ | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| Waffe 1 | Energie | 2 | 1 | 1 | 666,291–815,070 | 10% | 150% |
| Waffe 2 | Energie | 1 | 1 | 2 | 2,665,143–3,260,279 | 10% | 150% |
| Waffe 3 | Kinetic | 2 | 2 | 3 | 3,471,486–3,818,604 | 10% | 150% |
Weapon 3 is the heavy kinetic main gun and hits hardest per shot, though it warms up slower and fires less often than the two energy weapons. The Cloaking refit raises the ship’s base weapon damage, which feeds all three.
Crew slots and officer bonus
The Negh’Var opens its first officer seat at ship level 5 and reaches a full bridge of seven by level 70.
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 35 | 4 |
| 55 | 5 |
| 65 | 6 |
| 70 | 7 |
The ship also boosts your officers’ stats, stepping up a ladder as the ship progresses. On the Negh’Var the attack, defense and health bonuses are identical at every step, so one column covers all three.
| Amount | Bonus (attack / defense / health) |
|---|---|
| 16,000 | 300% |
| 32,000 | 600% |
| 52,000 | 900% |
| 72,000 | 1,200% |
| 96,000 | 1,500% |
| 128,000 | 1,800% |
| 176,000 | 2,100% |
| 240,000 | 2,400% |
| 320,000 | 2,700% |
| 480,000 | 3,000% |
Negh’Var refits
The Negh’Var has three refits, each unlocked with ship shards. Two of them turn on the ship’s headline extras: the cloak and the out-of-combat repair.
| Nachrüstung | What it does |
|---|---|
| Negh’Var Gold Refit | Increases the ship’s base hazard resistance by 50%. Costs 60 shards to unlock. |
| Negh’Var Cloaking | Enables cloaking for the Negh’Var and increases its base weapon damage by 550%. Costs 60 shards to unlock. |
| Field Repairs | Unlocks the Field Repairs active ability, which repairs 25% of the ship’s hull HP out of combat while undocked. Costs 120 shards to unlock. |
Crew for the Negh’Var
As a battleship, the Negh’Var wants a bridge built around raw combat: a captain who lifts weapon damage or a defensive maneuver that keeps the hull alive, backed by officers that reinforce whichever line you lean on. Since its own ability is a hazard resistance bonus rather than a combat trigger, there is no single officer the ship pairs with by design, so build the crew around your target rather than the ship. For current picks, check the Officer Tier List, and keep in mind that the best battleship crews shift as the meta moves.
The Negh’Var in Star Trek
The Negh’Var is canon. The Negh’Var-class was introduced in Star Trek: Deep Space Nine as the flagship of the Klingon Empire, a battleship far larger than the Empire’s earlier Bird-of-Prey and Vor’cha designs. It led the Klingon invasion of Cardassian space in 2372 and later took part in the assault on Deep Space Nine, where it punched through the station’s shields long enough for troops to beam across. A future version of the ship also appeared in the anti-time timeline of The Next Generation’s finale. The game’s own description leans on that reputation, casting the Negh’Var as a Tritanium-hulled behemoth bristling with disruptors.
Is the Negh’Var worth it?
For a Grade 6 ship, the Negh’Var is a strong Klingon battleship with heavy weapons, a large health pool, and a cloak once you refit for it. It earns its place if you are already building in the 60s shipyard range and want a durable combat hull for your faction fleet. Players still climbing toward Shipyard 63 should keep it on the list rather than chase it early, since the build gate and blueprint grind put it squarely in endgame territory.