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Stats (Min/Max)
Shield Cap 225/400
Shield Regen 5/7
Energy Cap 80/175
Energy Regen 38/50
Turning Rate 50/70
Acceleration 80/100
Terminal Velocity 75/90
Stats (Constant)
Tier 6
Mass 450
Designer Neuronality
Status Active

Scorpion is a Tier 6 ship in It fires one frontal pulse with large damage and knockback, and two small lasers from each side that do almost no damage. The side lasers come from the same cannons, resulting in a little spread. It sacrifices the immense pulse damage of the Advanced-Fighter with slightly higher ship speed, better shields, and more agility as well as shots that consume less energy, making it much more versatile.


If it isn't obvious enough, the Scorpion is designed to look like a scorpion (Arthropod).


The Scorpion has good shields, fine energy capacity, decent speed, and brilliant firepower, as such, it will hold its own for anything. It can mine quickly by ramming and shooting. It is amazing in duels and can also destroy teams if used efficiently. It is necessary to wait for energy regeneration to ensure you fire the main pulse because the side lasers are weak and essentially worthless. However, keep in mind that an un-upgraded Tier 6 is not particularly strong, and is easily beaten. Only when fully upgraded does the Scorpion truly shine (same for all Tier 6 ships).

When maxed, skilled pilots can even take on Level 7 players. But watch out for the Rock-Tower, because it is commonly underestimated.

It works well with defense pods or attack pods. It can be lethal without pods, but it's better to use them if you want to attack enemies. Because the scorpion has amazing firepower and good shields, you can use either one. The best secondary setup for a scorpion is 5 defense or attack pods, and 1 pack of missiles, and is recommended to have 6 full attack pods if you want to take enemies out one-by-one.

Scorpion Healer/Miner Duo[]

In Team Mode, a Scorpion duo is incredibly overpowered. If one rams asteroids to mine, while the other heals, they will mine faster than two Rock-Towers doing the same thing, and when the base is full, they can become 2 Odysseys, the best ship in the game.

Ship Path[]

The best upgrade route to the Scorpion is Fly > Delta-Fighter > Pulse-Fighter > Mercury > FuryStar > Scorpion, and it is best to upgrade to the Odyssey rather than the Shadow X-3.


It is generally recommended to upgrade Energy Regeneration first, max the shield capacity, upgrade Energy Capacity twice, max Damage, Ship Speed, and then finish maxing everything. Never upgrade Damage before Energy Capacity, as the main pulse will consume more energy than it has available. Therefore, you will be unable to shoot the main shot. Avoid engaging other vessels while upgrading, and you can mine quickly to have a fully-strengthened Scorpion. The Scorpion's pulse has relatively little knockback, as such, it is best to continuously fire pulses while keeping an eye on the Energy Bar.

Upgrade Carefully[]

If Damage is upgraded too many times, the pulse cannot shoot. Refer to this table of (energy cap - pulse damage), which must remain positive (row = damage, column = energy cap):

0 1 2 3 4 5 6
0 30 45.83 61.67 77.5 93.33 109.17 125
1 21.67 37.5 53.33 69.17 85 100.83 116.67
2 13.33 29.17 45 60.83 76.67 92.5 108.33
3 5 20.83 36.67 52.5 68.33 84.17 100
4 -3.33 12.5 28.33 44.17 60 75.83 91.67
5 -11.67 4.17 20 35.83 51.67 67.5 83.33
6 -20 -4.17 11.67 27.5 43.33 59.17 75

As the table shows, upgrading energy cap twice prevents the issue.


Type Energy Per Shot (Min/Max): Damage (Min/Max): Velocity (Min/Max): Mirrored: Recoil: Frequency: Error: Bullets Spread Angle (Degree(s)): # Of Lasers:
Pulse 50/100 50/100 170/230 false 100 0.9 0 0 1
Type Energy Per Shot (Min/Max): Damage (Min/Max): Velocity (Min/Max): Mirrored: Recoil: Frequency: Error: Bullets Spread Angle (Degree(s)): # Of Lasers:
Stream 8/12 2/3 130/170 true 0 1.8 0 5 2