The U.S.S. Mayflower is a grade 3 Uncommon Federation Explorer that unlocks at Shipyard level 26. Its Klingon Pursuer ability points it at one job: extra weapon damage against Klingon ships. That makes it a specialist grinder for Klingon hostiles and a useful hull in Klingon-faction fights at the mid game. It is a stepping-stone Explorer rather than an endgame ship, but the anti-Klingon bonus gives it a clear reason to sit in your dock.
How to get the U.S.S. Mayflower
The Mayflower needs 80 blueprints and a Shipyard at level 26 before you can build it. The Federation faction store is the main blueprint source, and a run of Federation storyline missions hands out roughly 32 of the blueprints between them, so you can chip away at the total without buying every piece. Once you have the blueprints, the build costs 890,000 Tritanium, 42,500 Dilithium, and 500 3★ Common Refined Gas, and takes 12 days and 22 hours to finish. The ship becomes scrappable once your Operations reaches level 34, so you can feed it back for parts later.
U.S.S. Mayflower ability
The Mayflower’s ship ability is Klingon Pursuer: its weapon damage rises by 30% against Klingon ships at level 1, scaling up to 120% by level 45. Ship abilities are always active, so the bonus applies the moment you send it against a Klingon target. In play this is a ship you park in Klingon space, aim at Klingon hostiles, or bring to a Klingon-faction PvP scrap where that damage bump does real work. Against any other faction the ability does nothing, so match the hull to the target.
U.S.S. Mayflower active ability
The Mayflower also has an active, player-triggered ability called Relentless Assault, which you unlock through a refit. When you fire it, it raises the ship’s base damage against hostiles and armadas for the hit, and the bonus climbs from 2000% at its first rank to 3000% at its highest as you upgrade it. Because it runs on a cooldown, you save it for the moment it counts, usually the opening rounds of a hostile or armada run where the extra damage shortens the fight.
Stats and tiers
Base values below come 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) |
|---|---|---|---|---|---|---|
| 1 | 3 / 24 | 100 | 10,000 (230) | 22,930 | 4,350 | 13,640 |
| 5 | 3.4 / 33 | 100 | 22,970 (280) | 45,239 | 4,350 | 24,794.5 |
| 9 | 3.8 / 50 | 100 | 60,000 (450) | 58,770 | 4,350 | 31,560 |
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. The Mayflower carries three energy weapons: two phaser banks and a heavier prototype phaser array that fires twice.
| Weapon | Type | Shots | Warm-up | Cool-down | Damage | Crit chance | Crit damage |
|---|---|---|---|---|---|---|---|
| Phaser bank | Energy | 1 | 1 | 1 | 5,652–6,908 | 10% | 150% |
| Phaser bank | Energy | 1 | 1 | 1 | 5,652–6,908 | 10% | 150% |
| Prototype phaser array | Energy | 2 | 2 | 2 | 7,159–8,750 | 10% | 150% |
Crew slots and officer bonus
The Mayflower opens officer slots as it levels, reaching a full bridge of five by ship level 40.
| Ship level | Officer slots |
|---|---|
| 5 | 1 |
| 10 | 2 |
| 20 | 3 |
| 30 | 4 |
| 40 | 5 |
The ship also boosts your officers’ own stats, stepping up a ladder as it progresses. Attack, defense, and health all use the same values, so one figure covers all three.
| Amount | Bonus |
|---|---|
| 120 | 30% |
| 240 | 60% |
| 390 | 90% |
| 540 | 120% |
| 720 | 150% |
| 960 | 180% |
| 1,320 | 210% |
| 1,800 | 240% |
| 2,400 | 270% |
| 3,600 | 300% |
U.S.S. Mayflower refits
The Mayflower has one refit worth planning for.
| Refit | What it does |
|---|---|
| Mayflower Relentless Assault | Unlocks the Relentless Assault active ability. Requires a level 26 Armory and 60 shards. The unlocked ability adds from 2000% to 3000% base damage against hostiles and armadas as you rank it up. |
Crew for the U.S.S. Mayflower
Because the whole point of this Explorer is weapon damage against Klingon ships, build the bridge around damage. A captain whose ability lifts weapon damage, backed by officers that add more damage or punish the enemy for firing, gets the most out of the Klingon Pursuer bonus. Keep the survey-hull cargo in mind too: the Mayflower is a combat Explorer, so lean into offense rather than mining officers here. Crews shift with the meta, so check the Officer Tier List for current picks before you commit shards.
The U.S.S. Mayflower in Star Trek
The Mayflower class is largely a game-original design tied to the Kelvin timeline rather than a ship with much screen history. In the game’s own telling, the streamlined Mayflower was built for speed, with extra-long nacelles mounted under the saucer to help it scout planets from low orbit. The vessel that gave the class its name, the U.S.S. Mayflower, was destroyed by Nero’s Narada in 2258, though the game notes that many of its sister ships still serve. Treat its story as game lore rather than established canon.
U.S.S. Mayflower build cost by tier
Build and repair costs for every tier, carried over from the previous version of this page.
| Tier | Build cost | Repair cost | Build time | Repair time |
|---|---|---|---|---|
| Tier 1 | 890,000 Tritanium 42,500 Dilithium 500 3* Common Gas |
32,445 Tritanium 811 Dilithium |
12d 22h 0m | 6h 29m |
| Tier 2 | 1,710,000 Tritanium 73,500 Dilithium 1,100 3* Common Gas 293 3* Common Ore 281 3* Explorer Parts |
39,897 Tritanium 2,150 Dilithium |
1d 17h 40m | 7h 21m |
| Tier 3 | 3,430,000 Tritanium 173,500 Dilithium 820 3* Common Gas 123 3* Uncommon Gas 250 3* Common Ore 30 3* Uncommon Ore 567 3* Explorer Parts |
51,430 Tritanium 3,232 Dilithium |
3d 11h 20m | 8h 13m |
| Tier 4 | 5,700,000 Tritanium 367,500 Dilithium 2,250 3* Common Gas 420 3* Uncommon Gas 675 3* Common Ore 99 3* Uncommon Ore 988 3* Explorer Parts |
72,203 Tritanium 5,266 Dilithium |
5d 18h 53m | 9h 21m |
| Tier 5 | 10,500,000 Tritanium 719,000 Dilithium 825 3* Common Gas 1,045 3* Uncommon Gas 750 3* Common Ore 243 3* Uncommon Ore 1,705 3* Explorer Parts |
72,203 Tritanium 5,266 Dilithium |
8d 16h 20m | 10h 56m |
| Tier 6 | 18,900,000 Tritanium 1,450,000 Dilithium 1,700 3* Common Gas 525 3* Uncommon Gas 30 3* Rare Gas 200 3* Uncommon Ore 6 3* Rare Ore 3,380 3* Explorer Parts |
176,922 Tritanium 16,605 Dilithium |
11d 13h 46m | 13h 9m |
| Tier 7 | 46,800,000 Tritanium 3,840,000 Dilithium 3,900 3* Common Gas 1,225 3* Uncommon Gas 114 3* Rare Gas 455 3* Uncommon Ore 27 3* Rare Ore 7,450 3* Explorer Parts |
176,922 Tritanium 16,605 Dilithium |
14d 11h 13m | 15h 44m |
| Tier 8 | 81,600,000 Tritanium 6,820,000 Dilithium 650 3* Uncommon Gas 340 3* Rare Gas 600 3* Uncommon Ore 74 3* Rare Ore 13,950 3* Explorer Parts |
469,733 Tritanium 53,911 Dilithium |
18d 19h 23m | 18h 51m |
| Tier 9 | 130,800,000 Tritanium 11,350,000 Dilithium 1,100 3* Uncommon Gas 570 3* Rare Gas 153 3* Rare Ore 21,100 3* Explorer Parts |
783,297 Tritanium 104,335 Dilithium |
23d 3h 33m | 22h 25m |
U.S.S. Mayflower ship XP needed by level
Experience required to reach each level, with the health and shield bonuses that come with it.
Tier 1
Level 2: 800
Level 3: 1,000
Level 4: 1,400
Level 5: 1,700
Resources to max out a U.S.S. Mayflower
- 300,330,000 Tritanium
- 24,836,000 Dilithium
- 11,095 3* Common Gas
- 5,088 3* Uncommon Gas
- 1,054 3* Rare Gas
- 1,968 3* Common Ore
- 1,627 3* Uncommon Ore
- 260 3* Rare Ore
- 49,421 3* Explorer Parts
Total Experience: 2,561,700
Resources from recycling a max U.S.S. Mayflower
- 30,077,500 Tritanium
- 3,727,525 Dilithium
- 54,630 4* Common Gas
- 3,096 4* Uncommon Gas
- 486 4* Rare Gas
- 29,416 4* Common Ore
- 1,667 4* Uncommon Ore
- 262 4* Rare Ore
- 111,486 4* Common Explorer Parts
- 8,362 4* Uncommon Explorer Parts
- 51,234 Ship XP
Time to Recycle
Time: 14d 8h 0m
Seconds: 1,238.400 **

Is the U.S.S. Mayflower worth it?
For a grade 3 Explorer, the Mayflower earns its spot if you spend time in Klingon space. The Klingon Pursuer bonus makes it a solid pick for grinding Klingon hostiles at its band, and the Relentless Assault refit adds burst for hostile and armada runs. It is a narrow specialist, not an all-rounder, and it scraps at Operations 34, so treat it as a ship you use hard and then recycle. Chase it if the anti-Klingon niche fits how you play.