The U.S.S. Enterprise-D is a grade 5 Epic Federation Explorer, the Galaxy-class flagship built for long weapon fights that reward staying power. Its Galaxy Class ability adds Weapon Damage every round the ship holds Morale, so it hits harder the longer a battle runs. You unlock the build at Shipyard level 60. For late-game captains who can feed it Morale, the Enterprise-D is one of the hardest-hitting Explorers in the game.
How to get the U.S.S. Enterprise-D
Building the Enterprise-D takes 650 blueprints and a Shipyard at level 60. The build cost is 2,455,200,000,000 Tritanium, 59,400,000,000 Dilithium, 5,037 5★ Gemeinsame Refined Gas, and 1,782 5★ Common Refined Ore, with a build time of 250 days. The blueprints are earned separately before you can start the build, so gather the full set of 650 first and have the resources banked so the shipyard is not sitting idle.
U.S.S. Enterprise-D ability
The ship ability is Galaxy Class. While the Enterprise-D has Morale, it adds to its Weapon Damage each round, and the bonus is cumulative, so every round it keeps Morale it hits harder than the round before. The step starts at 85% at ship level 1 and climbs to 200% at level 60. Ship abilities are always active, so this runs on its own the moment the ship has Morale. The whole thing rests on that Morale condition: crew the ship with Offiziere that generate Morale, or the ability sits idle.
U.S.S. Enterprise-D active abilities
On top of the always-on Galaxy Class ability, the Enterprise-D can unlock three abilities that you trigger yourself, each on its own cooldown:
- Schiff Tarnung keeps the ship hidden until you enter combat, start mining, dock at a station, or the cloak’s duration runs out.
- Weapon Barrage increases the number of shots per weapon against players by 30%.
- Field Repairs, used out of combat while undocked, instantly repairs 25% of the ship’s hull HP.
Each of these comes from a refit, covered further down.
Stats and tiers
Base values from the current game Daten; research, buffs, and officers raise them in play.
| Ebene | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| 1 | 5.3 / 585 | 95 | 235,000 (15,000) | 4,483,250 | 4,363,889 | 4,423,569.5 |
| 6 | 5.8 / 900 | 95 | 235,000 (15,000) | 6,738,203 | 6,558,805 | 6,648,504 |
| 12 | 6.4 / 1,025 | 95 | 235,000 (15,000) | 10,829,676 | 10,541,345 | 10,685,510.5 |
Weapons and firing pattern
Warm-up is the round a weapon first fires; cool-down is how many rounds pass between shots after that. Values below are at max tier 12.
| Waffe | Typ | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| 1 | Energie | 6 | 1 | 2 | 293,680–352,441 | 10% | 150% |
| 2 | Energie | 6 | 2 | 2 | 293,680–352,441 | 10% | 150% |
| 3 | Kinetic | 2 | 2 | 3 | 1,321,651–1,585,980 | 10% | 150% |
Weapon 3 is the heavy kinetic gun: it fires fewer shots on a longer cool-down but lands far more damage per hit. The Galaxy Class ability raises Weapon Damage across all three, so the value grows as the ability stacks.
Crew slots and officer bonus
The Enterprise-D opens officer slots as it levels up:
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 30 | 4 |
| 40 | 5 |
| 45 | 6 |
| 55 | 7 |
The ship also boosts the attack, defense, and health of the officers you crew on it, stepping up the ladder below as the ship progresses. On the Enterprise-D the attack, defense, and health bonuses are identical at every step.
| Amount | Bonus |
|---|---|
| 2,200 | 65% |
| 4,400 | 130% |
| 7,150 | 195% |
| 9,900 | 260% |
| 13,200 | 325% |
| 17,600 | 390% |
| 24,200 | 455% |
| 33,000 | 520% |
| 44,000 | 585% |
| 66,000 | 650% |
U.S.S. Enterprise-D refits
Refits unlock the ship’s active abilities and one skin. Each is bought with shards.
| Nachrüstung | What it does |
|---|---|
| U.S.S. Enterprise-D Cloaking | Enables cloaking for the ship and increases base weapon damage by 500%. Costs 120 shards. |
| Enterprise-D Weapon Barrage | Unlocks the Weapon Barrage ability. Requires a level 60 Armory and 120 shards. |
| Field Repairs (U.S.S. Enterprise-D) | Unlocks Field Repairs, which instantly repairs 25% of the ship’s hull HP out of combat while undocked. Costs 120 shards. |
| Hijacked U.S.S. Enterprise-D | Unlocks the Hijacked skin refit for the ship. Costs 80 shards. |
Crew for the U.S.S. Enterprise-D
The Galaxy Class ability only pays off while the ship has Morale, so the crew’s first job is to generate Morale and keep it up. A dependable anchor is James T. Kirk: his officer ability has a chance to inspire Morale to his ship each round, and his captain maneuver boosts your officers’ stats while the ship has Morale, so his whole kit lines up with what this ship wants. Round out the bridge with officers that reliably produce Morale or add Föderation Explorer weapon damage. Crews shift with the meta, so check the Officer Tier List for current picks.
The U.S.S. Enterprise-D in Star Trek
The Enterprise-D is the Galaxy-class starship at the center of Star Trek: The Next Generation, launched in 2363 and commanded by Captain Jean-Luc Picard. One of the largest Föderationsschiffe of its era, it carried families as well as crew and could separate its saucer section from the stardrive in an emergency. Its senior staff included Commander William Riker, the android Data, Klingon security chief Worf, and counselor Deanna Troi. The ship was destroyed at Veridian III during the events of Star Trek Generations, after its saucer crash-landed following a warp-core breach.
Is the U.S.S. Enterprise-D worth it?
As a grade 5 Episch Explorer, the Enterprise-D sits among the top-end ships for its band and stays relevant because its damage scales the longer a fight lasts. It rewards captains who have a solid Morale crew and the Shipyard 60 requirement to build it, so it is a late-game target rather than an early pickup. If you fight drawn-out battles and can keep Morale up, it is well worth the blueprint grind.