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U.S.S. Excelsior

The U.S.S. Excelsior is an Epic, grade 5 Independent battleship in Star Trek Fleet Command, and it is a specialist. Nearly everything it does points at one target: V’ger Fighters. Its abilities pile Isolytic damage and Apex Barrier onto that matchup and switch off the Fighter’s super weapon, so it works as a purpose-built counter rather than a general warship. You unlock the build at Shipyard level 51. If you are running V’ger content it earns its slot; if you are not, it sits idle.

How to get the U.S.S. Excelsior

The Excelsior is a built ship. You need 200 blueprints and a Shipyard at level 51 before you can start construction. The build cost is steep, in line with a grade 5 Epic hull:

  • 18,686,936,500,000 Tritanium
  • 5,051,360,000 Dilithium
  • 3,227,900 5★ Common Refined Ore
  • 1,815,700 5★ Common Refined Crystal

Build time runs 122 days 23 hours at base, before any construction-speed research or boosts. The data does not say where the 200 blueprints come from, so plan on gathering them through whatever channel the game is currently running the Excelsior in rather than assuming a fixed store.

U.S.S. Excelsior ability

The Excelsior carries two always-active ship abilities, and both are written specifically for the V’ger fight.

Pattern Delta increases the ship’s Isolytic damage against V’ger Fighters. It scales with ship level, from 500,000% at level 1 up to 1,200,000% at level 75. Isolytic is the damage type the V’ger arc leans on, so this is the ability that lets the Excelsior cut through a Fighter’s defenses.

Modulated Shield Harmonics raises the ship’s Apex Barrier against V’ger Fighters, from 500,000,000 at level 1 to 1,200,000,000 at level 75. It also disables the V’ger Fighter’s super weapon, the attack that otherwise interferes with your other ships’ weapon systems. Between the two abilities, the Excelsior survives the Fighter and stops it from crippling the rest of your fleet.

Because both abilities are always on, there is nothing to trigger. They apply the moment the Excelsior is in the fight.

U.S.S. Excelsior active ability

Separate from the always-on abilities, the Excelsior has two player-triggered actives. Each runs on a cooldown that shortens as the ship tiers up.

Decloaking Deflector uses the ship’s deflector array to reveal a hidden V’ger Fighter, forcing it to surface and attack you. You use it to pull a cloaked Fighter into a fight you control instead of waiting for it to come to you.

Enhance coordinates with your other deployed ships across the galaxy and grants them an Enhanced status. The effect grows as you unlock and upgrade Excelsior Research, so it is worth firing on a schedule once your research is moving. Treat it as a fleet-wide boost you activate rather than a combat move for the Excelsior itself.

Stats and tiers

Base values below come from the current game data; research, buffs, and officers raise them in play. The three rows are anchor tiers across the ship’s growth to tier 15.

Tier Warp (speed / range) Impulse Cargo (protected) Shield HP Hull HP Health (displayed)
1 11.5 / 200 90 90,000 (5,000) 1,000,000 1,200,000 1,100,000
8 12.2 / 300 90 125,000 (8,500) 8,000,000 9,600,000 8,800,000
15 12.9 / 1,100 90 160,000 (12,000) 60,000,000 72,000,000 66,000,000

Warp range jumps hard at the top tier, so a fully built Excelsior can reach deep systems that a lower-tier ship cannot. Impulse stays flat at 90 across every tier.

Weapons and firing pattern

Warm-up is the round a weapon first fires; cool-down is the number of rounds between shots after that. At max tier the Excelsior runs four weapons in the same damage band, split between two kinetic launchers and two energy banks.

Weapon Type Shots Warm-up Cool-down Damage Crit chance Crit damage
Weapon 1 Kinetic 2 1 2 608,000–729,600 10% 150%
Weapon 2 Kinetic 2 1 2 608,000–729,600 10% 150%
Weapon 3 Energy 3 1 1 608,000–729,600 10% 150%
Weapon 4 Energy 3 1 1 608,000–729,600 10% 150%

The two energy banks fire more shots and reload a round faster than the kinetic launchers, so most of the Excelsior’s steady damage comes from them, with the kinetic launchers adding heavier, slower hits.

Crew slots and officer bonus

The Excelsior opens its first officer slot at ship level 5 and works up to seven slots by level 55.

Ship level Officer slots
5 1
10 2
20 3
30 4
40 5
45 6
55 7

On top of the slots, the ship adds a bonus to your officers’ stats that climbs as the ship grows. Attack, defense, and health use the same ladder, so one column covers all three.

Amount Bonus
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 U.S.S. Excelsior

The Excelsior is a battleship, so its bridge wants officers that push weapon damage, critical hits, and shield mitigation, the levers that decide a stand-up fight. Its own abilities are tuned for V’ger Fighters, so a crew that raises kinetic and energy weapon output and keeps your shields up gets the most out of it in that content.

Rather than name a crew that will be stale by the time you read this, check the current Officer Tier List for the picks that fit a combat battleship right now. The best crews shift with the meta and with which officers you have leveled.

The U.S.S. Excelsior in Star Trek

The Excelsior first appeared as NX-2000, the prototype nicknamed “The Great Experiment,” built around an experimental transwarp drive under Captain Styles in The Search for Spock. Montgomery Scott sabotaged its transwarp system to stop it chasing the stolen Enterprise. After a rework it returned as NCC-2000 under Captain Hikaru Sulu, and in The Undiscovered Country it broke off a survey of the Beta Quadrant to help expose the conspiracy against Federation and Klingon peace, arriving to back Kirk against General Chang. The Excelsior-class later became the template for the Enterprise-B.

Is the U.S.S. Excelsior worth it?

For its grade band, the Excelsior is a tool, not a daily driver. If you are pushing V’ger Fighters, its Isolytic and Apex Barrier abilities plus the super-weapon shutdown make it the right hull for that job, and the Enhance active gives your wider fleet something back too. If you are not touching V’ger content, a generalist grade 5 battleship will serve you better day to day. Chase it when the V’ger fight is on your roadmap.