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U.S.S. Enterprise-E

The U.S.S. Enterprise-E is a Grade 6 Epic Federation Explorer in Star Trek Fleet Command, unlocked at Shipyard level 70 with 650 blueprints. It is an endgame combat Explorer built around one idea: its Drawing The Line ability stacks kinetic weapon damage every time its main gun hits, as long as the ship has Morale. For late-game players who can keep Morale running, it is one of the hardest-hitting Explorers in its grade.

How to get the U.S.S. Enterprise-E

Building the Enterprise-E takes 650 blueprints and a Shipyard at level 70. The build itself costs 1,300 Σ-Dilithium, 148,800 Σ-Tritanium, 2,900 6★ Common Refined Gas and 730 6★ Common Refined Ore, and the base build time is 67 days before any speedups. That combination puts it firmly in endgame territory: the resource bill is measured in Sigma materials and 6★ refined ore and gas, which only late-game refining produces in volume.

U.S.S. Enterprise-E ability

The ship’s ability is Drawing The Line. While the Enterprise-E has Morale, every hit from its Decimator increases the ship’s kinetic weapon damage by 2,180% of base, and the bonus is cumulative, so the damage keeps climbing the longer the fight runs. The value scales with ship level, from 2,180% at level 1 to 2,360% at level 90. Ship abilities are always active, but this one has a real condition: no Morale, no stacking. In practice that means the Enterprise-E snowballs in extended fights when its crew keeps Morale up, and fights like an ordinary Explorer when it does not.

Stats and tiers

Base values from the current game Daten; research, buffs and officers raise them in play. Health is the shield/hull average the game displays on the ship screen.

Ebene Warp (speed / range) Impulse Cargo (protected) Shield HP Hull HP Health (displayed)
1 8 / 1,565 100 45,000 (2,250) 42,697,676 37,254,312 39,975,994
9 8.8 / 1,750 100 51,400 (2,410) 82,036,463 71,577,941 76,807,202
18 9.7 / 1,975 100 59,600 (2,640) 242,788,480 211,836,286 227,312,383

Weapons and firing pattern

The Enterprise-E runs five weapons: four Energy and one Kinetic. The kinetic slot is the gun that matters most, because Drawing The Line stacks off its hits and boosts kinetic damage. 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 18.

Waffe Typ Shots Warm-up Cool-down Damage Crit chance Crit damage
1 Energie 1 6 3 14,047,970–17,169,724 10% 150%
2 Energie 1 5 4 18,498,309–22,609,018 10% 150%
3 Energie 1 2 2 10,607,659–12,964,923 10% 150%
4 Energie 1 1 2 10,272,323–12,555,069 10% 150%
5 Kinetic 1 2 1 11,578,963–14,152,072 10% 150%

Note the kinetic weapon’s pattern: it starts firing on round 2 and then fires every round. That is what makes the ability stack so quickly once a fight gets going.

Crew slots and officer bonus

Officer slots open steadily as the ship levels, reaching the full seven at level 85.

Ship level 5 10 20 35 50 65 85
Officer slots 1 2 3 4 5 6 7

The ship also carries an officer bonus: it raises the attack, defense and health stats of the officers aboard, and on the Enterprise-E all three stats share the same ladder. The bonus steps up as the ship progresses.

Amount Bonus
56,000 650%
112,000 1,300%
182,000 1,950%
252,000 2,600%
336,000 3,250%
448,000 3,900%
616,000 4,550%
840,000 5,200%
1,120,000 5,850%
1,680,000 6,500%

U.S.S. Enterprise-E refits

The Enterprise-E has five refits, each unlocked with 120 shards. Two of them add whole abilities rather than cosmetic changes, which makes them part of the ship’s endgame power budget, not an afterthought.

Nachrüstung What it does
Gold Refit Increases the Drawing The Line ability by 450% of base
Unwavering Diligence Unlocks the Unwavering Diligence ability (increases Isolytic Damage against all enemies); requires a Tier 9 Enterprise-E
Tarnung Enables Cloaking for the ship and increases base weapon damage by 700%
Hijacked Unlocks the Hijacked appearance refit
Simulacrum Adds Critical Mitigation at combat start: 500 against players and 40,000 against Akademie Training Drones

Crew for the U.S.S. Enterprise-E

Drawing The Line decides the crew: the ability only stacks while the ship has Morale, so the bridge should guarantee Morale uptime first and add damage second. The dependable classic here is the TOS trio. James T. Kirk is the engine: his Inspirational ability has a chance to inspire Morale at the start of every round, which is exactly the switch Drawing The Line needs. Spock rides the same condition, restoring shield health while the ship has Morale, and Leonard McCoy hardens the bridge by raising officer defense every time the ship takes a hit. That crew makes the ship work; it is not the endgame ceiling. Players deep enough to build an Enterprise-E will have stronger Morale options on their roster, so check the Officer Tier List for current picks. Crew choices shift with the meta, so treat any fixed loadout as a starting point.

The U.S.S. Enterprise-E in Star Trek

The Enterprise-E is the Sovereign-class flagship of the Föderation, launched shortly before the Dominion War and commanded by Captain Jean-Luc Picard. It carried the Next Generation crew through the films First Contact, Insurrection and Nemesis: it followed the Borg back in time to stop the assimilation of Earth, exposed a Starfleet admiral’s forced relocation of the Ba’ku, and fought Shinzon’s warship Scimitar to protect Earth. Faster and far more heavily armed than the Enterprise-D, it carried an expanded phaser array and torpedo complement that made it one of Starfleet’s most capable combat vessels.

Is the U.S.S. Enterprise-E worth it?

For endgame players, yes, with one condition. The 650-blueprint grind, Shipyard 70 requirement and 67-day base build make it a long project, and the payoff only lands if your crew keeps Morale active, because the entire ability hangs on it. If you can meet that condition, the cumulative kinetic stacking makes the Enterprise-E a fight-finisher that gets stronger the longer a battle runs, and the refits push it further: Unwavering Diligence adds Isolytic damage from Tier 9 and the cloaking refit adds a 700% base weapon damage bonus. If your Morale options are thin, build toward the crew first and the ship second.