Each commander in the game possesses a base skill, which can be upgraded. Through these upgrades, commanders can acquire new pattern abilities which enable their ships to attack multiple units simultaneously. While some commanders begin with multiple skills, others only have one at the outset. The game has 2 skill types: basic and charged.
Charged skills require a cooldown period after use and will not reactivate for a specific number of turns, as indicated by the timer icon.
After this cooldown period, the skill will become available again. Common ships do not have a charged skill.
Basic skills function differently – they activate every turn, except when a "Charged" skill is in use.
Each skill category incorporates a mix of effects, such as "Inc Damage Down II." These effects can either be enhanced or new ones can be added when skills are upgraded.
The number of available skill upgrades is dependent on the rarity of the commander. To upgrade skills, players must use "Skill Neurons." These can be acquired in several ways:
- Anomalies
- Completion of campaign and bounty achievements
- Battle pass
- Premium and Credit Markets
Each commander has a specific skill neuron that can be used to level their skills. This is related to their affinities, which are Chemical, Electrical, Thermal, and Antimatter. The rarity of the commander also determines the rarity of neurons needed. Neuron rarity is determined by their names which are Neuroprint, Neurolink and Neuronet.
To get more information about your skills go to the hangar, select a commander and tap the “Skills” tab. You can tap each skill to get more information about them, including their targeting and pattern abilities.
You can also view all skills from the “Ship” tab. You may notice your commander has a passive skill. This cannot be upgraded in the “Skills” tab, but can be via the “Refit” tab. See our refit guide for more information.