Grapeshot
LANE: SHORT, WIDE CONEA spray of pellets in a short, wide cone. Brutal up close, useless far away.
Tip: Drift right alongside them before you let it go.
Arsenal
Crates with a cannon on top reshape your broadsides for four volleys. Dark crates with a glowing core protect what you carry. Every one has its own look, so you always see what's coming.
Weapon power-ups
A weapon lasts four volleys, then your guns go back to normal. A new weapon replaces the old one.
A spray of pellets in a short, wide cone. Brutal up close, useless far away.
Tip: Drift right alongside them before you let it go.
A long, thin lane that charges slower but reaches ships far off.
Tip: Catch a captain running home to bank.
Hits slow the target and kill its boost for 2 seconds.
Tip: Chain them, then chase them down.
Where its shells land, the sea burns for 4 seconds. Anyone who flies through takes damage.
Tip: Burn the ring around a bank spot or relay.
One heavy shot. A hit knocks loose some of the Renown they carry and drags it toward you.
Tip: Aim at whoever is carrying the most.
Lobs a shell where a ship is heading. A red circle shows where it lands.
Tip: Lead them into a corner, then drop it.

Power-ups
One at a time, and everyone can see yours on your ship.
A bubble that soaks up the next 40 damage.
Tip: Pop it on the way into a crowded bank spot.
Loose Renown and crates nearby drift straight to you.
Tip: Grab it right before Gold Rain, or a big sinking.
Get sunk while it's running and you keep half of what you carry.
Tip: Your insurance for a long run home.
Upgrades
Each glowing crate adds one level of one of four stats, up to 9 levels each. Everyone starts every match at zero, so it's a fair race.
More damage per shell.
Shorter wait between volleys.
A faster ship, and a faster run home.
More hull to soak hits.
Captain roles
Roles are sidegrades: each trades one strength for a weakness. Bots pick them too, and they're tested so no role wins more than the others.
Banks 40% faster and boosts last 10% longer, but carries 10 less hull.
Picks up from 30% farther and spills 25% less when sunk, but reloads 5% slower.
Drift volleys fire a sixth shell, but banking is 20% slower.
Reading lanes

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