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For a Venari Ral crew, bring an Explorer and build for damage and hull, not shields. Every round it drains your shields and cuts your weapon damage by 99%, and it burns 25% Hyperthermic Decay into your hull each round, so the crew’s job is to hit hard enough to win in very few rounds. Seat a captain that boosts weapon damage against hostiles and officers that add damage or hull survivability. The Venari Ral is an endgame Interceptor hostile at levels 61 to 80, found in one to three systems per level at warp 900 to 6000, and it drops Pledges of the Venari.

Venari Ral crew

There is no special counter officer to lean on, so the crew follows from the abilities. With your shields emptied at the start of every round, shield mitigation officers do almost nothing here. With 99% of your weapon damage stripped each round, you need the biggest damage multipliers you own, and a captain that boosts damage against hostiles is the base. With Hyperthermic Decay eating your hull every round on top of its crits, hull health and hull repair are what keep you alive long enough to finish. Critical Training also gives it enormous crits, so every extra round you spend in the fight is expensive.

These levels are well past any cadet crew, so check the Officer Tier List for current damage and hull-sustain picks. The best Venari Ral crews shift with the meta, so treat any recommendation as a snapshot.

How to beat the Venari Ral

The Venari Ral only appears as an Interceptor, so bring an Explorer. Explorers counter Interceptors, and that holds at every level, so there is nothing to swap between systems. If you need a stronger Explorer, the ship guide covers the Explorer options.

Four effects shape the fight. Put together, a slow war of attrition works against you: your shields keep emptying, your damage keeps getting cut, the decay wears down your hull, and its crits land big. Open with your hardest hits, keep your hull topped up between fights, and time repairs so you survive long enough to close it out.

Ability When Effect on your ship
Programmable Matter Every round start Reduces the final damage of your weapons by 99% and completely drains your shields for that round
Programmable Matter (decay) From combat start, every round Applies 25% Hyperthermic Decay to your hull
Isolytic Dampeners Always Increases its Isolytic Defense by 1000%
Critical Training Combat start Increases its Critical Hit Chance by 1000%, Critical Hit Damage by 5000% and Critical Damage Floor by 5000%

Venari Ral locations

The lowest spawn is level 61 in Zehux at warp 900. Warp rises gradually through the 60s and stays at 1550 to 1600 for levels 70 to 72, then jumps: level 73 sits at warp 2100 and the last levels run from 3000 up to 6000. Levels 70 and 80 each have three systems; every other level has one.

Level Warp Systems
61 900 Zehux
62 1000 Patovef
63 1100 Ngeugwa
64 1200 Xesotuf
65 1250 Bieatep
66 1300 Hozog
67 1400 Kriya’Oh
68 1500 Galup’Ta
69 1500 Vuvicag
70 1550 Abos, Meeoden, Nalion
71 1550 Vaxaqus
72 1600 Koitera
73 2100 Gehad
74 3000 Resuhel
75 3500 Yagnatis
76 4000 Fihox
77 4500 Rannudis
78 5500 Caooup
79 5500 Dellatarda
80 6000 Laholia, Thiopra, Xiavis

For farming, the three-system levels are the easiest to work: at warp 1550, Abos, Meeoden and Nalion all hold the level 70 version, and at warp 6000 Laholia, Thiopra and Xiavis all hold level 80. Every other level gives you a single system, so if its target is already taken you move up or down a level instead.

Rewards and what it drops

The Venari Ral drops one resource, the Pledge of the Venari, the Venari faction’s token, in amounts from 4 to 277,080 that grow with level. Ship XP climbs steeply as well: 17,600 at level 61, 57,000 at level 71 and 118,500 at level 80, so the deep systems double as a fast way to level a ship once you can win there.

Drop Amount per kill Levels What it is
Pledge of the Venari 4–277,080 61–80 The Venari faction token you turn in for rewards

Venari Ral stats

Stats climb steeply with level, so these anchor rows show the low, middle and top of the range. Total strength grows about 16,000-fold from level 61 to level 80.

Level Total strength Hull HP Shield HP Attack Defense Ship XP
61 35,085,235,913 54,600,696,511 13,650,174,128 731,530,988 228,269,605 17,600
71 4,469,938,859,755 7,066,418,328,434 1,766,604,582,108 52,436,342,849 991,061,635 57,000
80 566,763,941,385,942 824,963,870,591,725 206,240,967,647,932 50,671,419,863,014 490,102,403,100 118,500

Venari Ral firing pattern

The Venari Ral fires two weapons every round, one Energy and one Kinetic, with the Kinetic gun hitting for about double the Energy shot. Both carry a base 10% chance to crit for 1.5x, but Critical Training raises its critical chance and damage sharply at the start of combat, so expect its hits to land as heavy crits. The figures come from the lowest-level record and scale up with level.

Weapon type Count Damage per shot Fires Crit
Energy 1 51,294,829–55,755,249 Every round 10% (1.5x)
Kinetic 1 102,589,658–111,510,498 Every round 10% (1.5x)

Is the Venari Ral worth grinding?

It is worth it if you are deep enough to farm Pledges of the Venari and want heavy ship XP; the level 80 version alone gives 118,500 XP per kill. It is not a casual target. The abilities punish an underbuilt ship, so grind it only once you have a strong Explorer and a crew that can win in a handful of rounds. Match your warp to the level, bring the Explorer, and see the hostile guide for other endgame targets.