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The Vindicator

The Vindicator is an Independent grade 4 Epic Battleship that unlocks at Shipyard level 40. It is built for one job: soaking Armada fire and hitting back harder for having taken it. Its ship ability turns every hit it absorbs from an Armada into more weapon damage, and its in-game story has it deliberately pulling enemy fire onto itself. If you run Armadas, it earns its slot. If you do not, its best trick sits idle.

How to get the Vindicator

Building the Vindicator needs 200 blueprints and a Shipyard at level 40. Once you can start the build, the cost is 16,256,500,000 Tritanium, 7,800,000 Dilithium, and 39,400 pieces of 4★ Common Refined Ore, with a build time of 87 days 14 hours. The game data lists the blueprint count and the shipyard requirement, but not where the blueprints come from, so treat this as a long-term project and gather blueprints from whatever the game is currently offering. Because the build time runs close to three months, most players fold it into a longer plan rather than rushing it.

The Vindicator ability

The Vindicator’s ship ability is Unfettered Revenge. Each time an Armada hits the ship, it gains a weapon damage boost for the next 5 rounds, and those boosts stack on top of each other. Weapons that fire multiple shots trigger the ability only once per attack. At ship level 1 the boost is 5%, and it climbs with the ship to 750% at level 90. The higher the ship’s level, the more each stack is worth, so a well-leveled Vindicator can build a punishing damage bonus over a long Armada fight. Ship abilities are always on, so there is nothing to activate. The practical read is simple: put the Vindicator where it will get hit by Armada fire, survive the early rounds, and let the stacked damage swing the fight. That matches the ship’s whole design, which leans on drawing enemy fire and feeding on the damage it takes.

The Vindicator active ability

The Vindicator also has an activatable ability, Taunt, which you trigger yourself rather than leaving on. When you use it, opponent Armadas are forced to target the Vindicator for 20 rounds from the start of combat. Taunt runs on a cooldown that gets shorter as you tier the ship up, and at tier 18 the cooldown reaches zero while the taunt lasts its longest. This is the setup move for the whole ship. Pull the Armada’s fire onto the Vindicator, then let its survivability and stacking Unfettered Revenge do the work while the rest of your fleet stays clear.

Stats and tiers

These are base values from the current game data. Research, buffs, and officers raise them in play.

Tier Warp (speed / range) Impulse Cargo (protected) Shield HP Hull HP Health (displayed)
Tier 1 4.66 / 110 110 400,000 (24,000) 477,410 360,080 418,745
Tier 9 7.25 / 340 110 1,960,000 (136,000) 2,342,855 1,741,496 2,042,175
Tier 18 9.5 / 1,750 110 10,130,000 (1,198,000) 37,432,772 33,535,035 35,483,903

The climb between tiers is steep. At tier 18 the Vindicator carries tens of millions of shield and hull health, which is what lets it stand in front of an Armada long enough for its ability to pay off. Warp range also jumps from 110 at tier 1 to 1,750 at tier 18, so a maxed hull reaches most of the map in one go.

Weapons and firing pattern

Warm-up is the round a weapon first fires, and cool-down is how many rounds pass between shots after that. These are the weapon values at the top tier, tier 18.

Weapon Type Shots Warm-up Cool-down Damage Crit chance Crit damage
Weapon 1 Energy 2 1 1 211,563–261,503 10% 150%
Weapon 2 Energy 2 1 1 211,563–261,503 10% 150%
Weapon 3 Kinetic 2 1 2 934,369–1,168,907 10% 150%
Weapon 4 Kinetic 2 1 2 934,369–1,168,907 10% 150%

The two kinetic weapons hit far harder per shot than the energy pair, though they fire less often. That heavy kinetic damage is what Unfettered Revenge scales up as an Armada fight drags on.

Crew slots and officer bonus

The Vindicator opens officer slots as it levels up.

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

The ship also boosts the officers you put on it, raising their attack, defense, and health. Those three bonuses are identical at every step and grow as you invest more into the ship. The ladder below shows the amount needed for each bonus.

Amount Bonus (attack, defense, health)
1,500 50%
3,000 100%
4,875 150%
6,750 200%
9,000 250%
12,000 300%
16,500 350%
22,500 400%
30,000 450%
45,000 500%

Crew for the Vindicator

Because the Vindicator earns its damage by getting hit and surviving, crew it like a tank that wants the fight to last. A bridge that raises hull and shield health, reduces incoming damage, or lifts weapon damage suits it well, since more survivability means more rounds of stacked Unfettered Revenge. For Armada runs specifically, officers that help against Armada targets pull double duty. Crew picks move with the meta, so check the Officer Tier List for current recommendations before you commit shards.

The Vindicator in Star Trek

The Vindicator is a game-original ship, not a vessel from any Star Trek series or film, so it has no screen history to draw on. Its background lives entirely in the game. It is an Independent battleship fitted with a new, patented technology that uses extra-dimensional interference to overload enemy sensors and make itself the primary target. It then harvests energy from the barrage that follows to power up its own weapons. The design goal reads plainly from that story: a ship meant to take punishment and give it back with interest.

Is the Vindicator worth it?

For a grade 4 Epic, the Vindicator has a clear niche rather than being a general-purpose battleship. If you run Armadas, its ability and tanky stat line make it a strong pick, and it stays useful for as long as Armada content is part of your routine. If you rarely touch Armadas, its signature ability never gets to work and a more flexible ship serves you better. Chase it when Armada damage and survivability are where you spend your time.