The U.S.S. Crozier is a Grade 5 Rare Federation Battleship built at Utopia Planitia Fleet Yards, and it unlocks once your Shipyard reaches level 56. It is a hostile and armada fighter: its Gunboat Diplomacy ability cuts enemy critical hit damage in the opening rounds while two heavy kinetic banks and an energy bank do the hitting. If you grind Federation hostiles or run armadas in the mid-to-late game, the Crozier earns a slot in your fleet.
How to get the U.S.S. Crozier
You build the Crozier at your Shipyard once it reaches level 56. The build needs 350 blueprints, and it costs 540,000,000,000 Tritanium and 13,128,750,000 Dilithium with a build time of 200 days. That puts it firmly in late-game territory, both for the shipyard requirement and the resource bill. Gather the blueprints first, then make sure your economy can cover the tritanium and dilithium before you start the 200-day timer.
U.S.S. Crozier ability
The Crozier’s ship ability is Gunboat Diplomacy. When the ship fights Hostiles, it lowers Hostile Critical Hit Damage for the first five rounds of combat. The reduction scales with ship level, from 2% at level 1 up to 100% at level 60, passing roughly 42% at level 25 and 67% at level 40. Ship abilities are always on, so this runs automatically in every hostile fight. Against hostiles that lean on big critical hits, blunting that damage early keeps the Crozier’s large hull and shield pool intact through the rounds where fights are usually decided.
U.S.S. Crozier active ability
The Crozier also carries an activated ability, Relentless Assault, which raises the ship’s Weapon Damage against Hostiles and Armadas. Unlike the always-on Gunboat Diplomacy, Relentless Assault comes online through the Crozier’s refit and research track (covered below), and you trigger it in combat. Its bonus grows as you invest in the matching research, so treat it as damage you build up over time rather than a fixed figure. It pushes the Crozier further toward its core job of clearing hostiles and pressuring armada targets.
Stats and tiers
Base values from the current game data; research, buffs, and officers raise them in play. Here are three anchor tiers to show how the Crozier grows from tier 1 to its max tier 12.
| Tier | Warp (speed / range) | Impulse | Cargo (protected) | Shield HP | Hull HP | Health (displayed) |
|---|---|---|---|---|---|---|
| 1 | 4.5 / 355 | 85 | 150,000 (8,600) | 2,024,899 | 3,019,217 | 2,522,058 |
| 6 | 5 / 480 | 85 | 200,000 (12,000) | 3,043,369 | 4,537,804 | 3,790,587 |
| 12 | 5.6 / 690 | 85 | 260,000 (18,000) | 4,891,318 | 7,293,176 | 6,092,247 |
The pattern is what you want from a battleship: a deep hull and shield pool that roughly doubles from tier 1 to tier 12, with cargo and warp range growing steadily so it can reach farther hostile systems as it tiers up.
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 Crozier’s weapons at max tier 12.
| Weapon | Type | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| Weapon 1 | Energy | 3 | 2 | 2 | 420,767 to 509,112 | 10% | 150% |
| Weapon 2 | Kinetic | 2 | 1 | 2 | 568,018 to 681,624 | 10% | 150% |
| Weapon 3 | Kinetic | 2 | 1 | 2 | 568,018 to 681,624 | 10% | 150% |
The two kinetic banks are the Crozier’s hardest hitters and they fire first, from round one, so most of the ship’s damage lands early. The energy bank fires more shots but warms up a round later. That front-loaded profile pairs well with Gunboat Diplomacy, which is protecting you most in those same opening rounds.
Crew slots and officer bonus
The Crozier opens officer slots as it levels, reaching a full bridge of six by ship level 55.
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 35 | 4 |
| 45 | 5 |
| 55 | 6 |
The ship also boosts the officers you seat on it. As the Crozier’s officer bonus climbs the ladder below, it raises your officers’ attack, defense, and health by the same percentage at each step.
| Amount | Bonus |
|---|---|
| 1,800 | 60% |
| 3,600 | 120% |
| 5,850 | 180% |
| 8,100 | 240% |
| 10,800 | 300% |
| 14,400 | 360% |
| 19,800 | 420% |
| 27,000 | 480% |
| 36,000 | 540% |
| 54,000 | 600% |
U.S.S. Crozier refits
The Crozier has two refits, and each unlocks with 80 shards.
| Refit | What it does |
|---|---|
| Crozier Relentless Assault | Unlocks the Relentless Assault ability for the Crozier. Requires a level 56 Armory building and 80 shards. The ability’s bonus scales with its research project, so its values grow as you level that research. |
| Hijacked TOS U.S.S. Crozier Class | Unlocks the Hijacked refit for 80 shards. It increases the Crozier’s base Weapon Damage by 1200% and its base Cost Efficiency of Crozier Parts, Materials, and Resources by 250%. |
The Hijacked refit is the standout: a large base Weapon Damage boost turns the Crozier into a much harder hitter, and the cost-efficiency bump makes its parts and materials cheaper to work with.
Crew for the U.S.S. Crozier
The Crozier is a Battleship built for hostiles and armadas, so crew it to hit harder and survive the rounds where it takes fire. A captain who raises weapon damage or critical damage against hostiles, backed by officers that add mitigation or shield health, plays to both Gunboat Diplomacy and Relentless Assault. Because officer picks shift with the meta, check the current Officer Tier List for who is strongest right now, and adjust as your roster and the game’s balance change.
The U.S.S. Crozier in Star Trek
The Crozier is a game-original Federation design, not a ship from any Star Trek series or film. In Star Trek Fleet Command’s own story it is described as the newest battleship built at the Utopia Planitia Fleet Yards, the real Starfleet shipyard in orbit of Mars that has appeared across the shows. The ship is written as a tough, compact hull: reinforced duranium plating along the fore and aft of the saucer and the nacelles lets it take a beating, and its smaller silhouette is meant to help it slip enemy fire. That toughness matches how it plays, as a ship you send into fights expecting it to trade blows and come out standing.
Is the U.S.S. Crozier worth it?
For a Grade 5 Rare Battleship, the Crozier is a solid mid-to-late-game workhorse against Federation hostiles and armadas. Gunboat Diplomacy and Relentless Assault both key off hostile combat, and the front-loaded kinetic weapons plus deep hull make it dependable in exactly those fights. The build is steep, at Shipyard 56 with a 200-day timer and a heavy resource cost, so it suits players already established in the grade 5 band. If hostile grinding and armadas are your focus, it is worth the investment; if you are still climbing toward that shipyard level, build it when you get there.