Arsenal

Grab a crate. Change the fight.

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

Six ways to ruin someone's day

A weapon lasts four volleys, then your guns go back to normal. A new weapon replaces the old one.

Weapon · 4 volleys

Grapeshot

LANE: SHORT, WIDE CONE

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.

Weapon · 4 volleys

Long Gun

LANE: LONG AND THIN

A long, thin lane that charges slower but reaches ships far off.

Tip: Catch a captain running home to bank.

Weapon · 4 volleys

Chain Shot

LANE: CHAIN LINKS

Hits slow the target and kill its boost for 2 seconds.

Tip: Chain them, then chase them down.

Weapon · 4 volleys

Fire Shot

LANE: FLAMES

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.

Weapon · 4 volleys

Harpoon

LANE: ROPE

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.

Weapon · 4 volleys

Mortar

LANE: TARGET RINGS

Lobs a shell where a ship is heading. A red circle shows where it lands.

Tip: Lead them into a corner, then drop it.

A fight with raiders and broadside fire.
Weapons stack with everything else on your ship for those four volleys.

Power-ups

Keep what you carry

One at a time, and everyone can see yours on your ship.

Power-up · 8 s

Stormshield

BLUE BUBBLE

A bubble that soaks up the next 40 damage.

Tip: Pop it on the way into a crowded bank spot.

Power-up · 8 s

Salvage Magnet

GREEN PULL

Loose Renown and crates nearby drift straight to you.

Tip: Grab it right before Gold Rain, or a big sinking.

Power-up · 15 s

Strongbox

PINK LOCK

Get sunk while it's running and you keep half of what you carry.

Tip: Your insurance for a long run home.

Upgrades

Glowing crates make you stronger, for one match.

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.

GUNS

More damage per shell.

RELOAD

Shorter wait between volleys.

SPEED

A faster ship, and a faster run home.

HULL

More hull to soak hits.

Captain roles

Pick a style before you launch.

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.

COURIER

Banks 40% faster and boosts last 10% longer, but carries 10 less hull.

SALVAGER

Picks up from 30% farther and spills 25% less when sunk, but reloads 5% slower.

GUNNER

Drift volleys fire a sixth shell, but banking is 20% slower.

Reading lanes

Every shot is telegraphed.

  • Your lanes are green, theirs are red. A lane is drawn on the sea before every volley lands.
  • Each weapon has its own lane: cones, long lines, chain links, flames, rope and target rings.
  • A turning ship fans its shot. Watch a lane flare wider when a rival swings toward you.
  • Pick your lane style. Settings → Attack lanes: Full, Outline, Ghost, Dashed or Range only.
Chain, fire and mortar lanes around an airship.