Shipmaster: Leader point spending tips, plz

I’m trying to master every leader so I can do almost every challenge in Team Deathmatch rather than Blitz. I’ve so far nailed Anders and Colony. Now I’m up to Shipmaster. I’m not asking for unit combinations, I can handle that, I’m asking for how to most efficiently spend my leader points. Here is my current combo:

1st leader point: teleport friendly units
2nd: teleport to base and heal(I don’t use that much, only to save my hero early game, everyone else dies to quick)
3rd: upgrade the 1st teleport ability
4th: Displacement(super great, from what I hear)
5th: Mass Cloaking(even if they have Detect units, the Siphon helps, too)
6th: Cleansing Beam(I don’t feel like this is Shipmaster’s strong suit, but others might think otherwise)
7th: upgrade Cleansing Beam
8th: upgrade Cleansing Beam
9th+: whatever seems good at the moment

I’m sure the first thing I’m gonna get bashed about is the lack of Cleansing Beam, but I feel like there’s way better abilities I could be spending my leader points on. For Anders, my 5th leader point is the first one that isn’t a passive ability, and she’s fine. Yet something doesn’t seem right with my Shipmaster combo. Feel free to give me tips on how to get better at this leader and any other leader you feel you’ve mastered, I’m eager to hear of your findings. I can probably handle Kinsano by myself, though :stuck_out_tongue: Thanks for reading, and have a nice day!

I always grab Spirit Support, it’s a great way to drop in some veteran units in your army.

I main as Shipmaster, he’s basically the only leader I use (I’m not too great at learning new unit mixes… I “discovered” the Locust rush before it was the meta, just kinda stuck with it). Your purchase order is pretty similar to mine. Here’s what I do, and my opinions on the leader powers:

  • Teleport 1 - Teleport upgrade (or Extraction) - Extraction (or Teleport upgrade) - Displacement - Extraction upgrade - Mass Cloaking (or Cleansing beam)Tier 1
    Banished Raid: I don’t have much experience with this. I think it could be useful if you’re going the infantry route, but since I rarely do, I hardly touch this ability. I could count on one hand the amount of times I’ve used it, haha

Teleport: This is hugely important to have. It is the main purpose to use Shipmaster. He is NOT a defensive player, in my experience/opinion.
He is all about using guerrilla tactics, hit and run. If you don’t get at least Teleport 1 (no upgrade), you aren’t utilizing your leader properly. I highly suggest getting the upgrade for it within the first three leader points.

Tier 2
Scout Mine: Before this was nerfed, I would use it to help defend against a marine rush. It did massive damage to infantry units. Since it was nerfed, I haven’t used it. But it was helpful against infantry rushes.

Extraction: Keeping your units alive is really important (unless you have the economy to support suicide missions). If your entire army gets wiped out in an attack, the other player can, and will, make an effective counter attack. I use this a lot, especially against Banished players. If they drop an Eradication on your army, or Close Air Support for UNSC, just extract them out. Sure, you’ll have to walk back over, but they just wasted the resources on their best leader power. This gives you a huge leg up. It’s also very useful in the situation where if you’re attacking their base, and somehow your base is getting attacked, you have an instant response ready.

Tier 3
Glassing Beam: This I will buy over Mass Cloaking, but I usually get it if we’re losing. It is a great thing to have when you’re on the back foot in the game. It is relatively useless (in my opinion) when it isn’t upgraded. It is great when fully upgraded. When the enemy attacks you, it adds the extra punch that guarantees you’ll win, and it isn’t very expensive to use. I use it to support my teammate usually. If he is forced to switch his build, I use it to defend him as needed.

Advanced Cloaking: I don’t get this until very late game, when I have all of my other leader powers upgraded all the way. It lowers the cost of your cloaking generator significantly, but other than that (since I always go ground, not air), it is relatively useless to me. If I used the air units more, I would get it sooner. Shrouds are not very important to me, so I don’t bother with it.

Tier 4
Spirit Support: Again, I don’t get this until late game. It doesn’t play to my style. It is good to have in your back pocket though if your entire army gets wiped out. It is also good to help defend a teammate when they’re teching up/rebuilding/pushing the offensive. I don’t have a ton of experience with it since I don’t usually use it. That’s just what my little use of it has shown me.

Displacement: This is my second favorite ability (the first is teleport). You are correct, it is super great, but only when utilized properly. It is especially effective in 2v2 or 3v3. As Shipmaster, you can’t drop a healing onto allied units. There isn’t much you can do to support a teammate without the Cleansing Beam or Spirit Support (I personally don’t think Spirit Support is worth the leader point), and Cleansing Beam is not very useful until it’s been upgraded once. If your teammate is in a losing engagement, or your base is being attacked and you can’t counter for whatever reason, Displacement is your saving grace. Use it strategically though. Sometimes, when coordinated with a teammate, you can displace an enemy army right in front of an allied army (I do this only when my teammate OK’s it, and knows he can handle the fight without losing). Otherwise, if you can, place the enemy in places that make it hard to walk/drive back too quickly. I also try to displace units that are counter to my units or my teammates units. This is a very good ability, but only when utilized properly, especially since they just doubled the cool down time.

Tier 5
Mass Cloaking: I only get this if I am winning the game. In my experience, it is an offensive ability. I usually don’t get it anyways however. At least 50% of players have detection units. It is good for getting units to safety though if needed, similar to Extraction. It isn’t a hugely important ability in my opinion.

Tactical Gateway: I have only used this once. My teammate can usually hold their own, so having a portal to him isn’t a priority to me. However, that being said, it can be effective if utilized properly. We used it to get a scarab and many units of his across the map and into the fight that we were losing. It allowed us to turn the tide of the battle in an instant. I will most likely be using this more often in the future. You just have to be cautious with it, since the enemy can also go through it.

Overall, I’ve had the most success as Shipmaster. He is effective at what he does. I’m currently working on a few different builds to switch to instead of Locusts, but all that in due time. His teleport ability is absolutely phenomenal, and it is very hard to give up! He is a good offensive player, and his unique mix of leader powers can (and has for me, many times) completely change the direction of the game. You can be as far behind as possible, but if you can coordinate strategic attacks with a teammate, a comeback is possible. I once played a game, 3v3, as a solo queue. One of my teammates disconnected at the beginning of the game. Thankfully, my other ally would faithfully follow what I would ping him to on the mini map. While we didn’t “talk” to each other, we ended up winning the game, because he followed my lead, and attacked when the situation demanded it.

Happy teleporting!

Banished Raid will be a lot better once Marauders are buffed, tier 2 increases vehicle line of sight and tier 3 makes almost all of Shipmaster’s vehicles really fast. Its really a Domination focused power. Teleport is a must, pick up scout mine early if you sniff out a rush, its basically a super mine lol. Start picking up Spirit Support, its so useful. The ship stays around and fires at units so its really good for reinforcing your army as well as putting more fire on the enemy army, once you start amassing veteran engineers its ridiculous. You can get away with skipping Glassing Beam for a while, its too expensive now to merit an early game use except maybe for softening up an infantry rush. If you manage to get it up to Tier 3 it’ll massacre armies. Tactical Gateway is extremely powerful late game. Use a Banshee to get vision. You can use it to move your army around crazy fast or you can put it in front of your base to send reinforcements across the map instantly. Extraction is very situational, only pick it up if you’re going to Brute rush or after you start getting Locusts out. Teleport + Locusts + pick off building + Extraction = Winning. Otherwise its only worth the point if you see that your army is gonna explode, its good for retreating once the enemy starts making counter units so you can make counter units of your own. Mass Cloak is just all around useful. Advanced Cloaking is very iffy. Anti infantry and anti air units both have detect, so its only really useful with vehicles. Plus the marauder is still -Yoink!- so the first tier is basically worthless. As always, pick your leader powers based on situation. Ex: Don’t pick up Extraction if you’re not gonna put pressure on the enemy. Have fun with the Space Pope lol

Always grab Spirit Support is my advice.

If you wanna learn a savage A1 ship master then look up saltei on twitch hes a literal god

My advice would be to upgrade your teleporting abilities and especially your Glassing Beam (Cleansing Beam) to Tier 3. It’s an absolute monster at taking out Vehicles and especially infantry… Grab Mass Cloak as your final, because just as you are about to attack pop that on and they won’t see you, especially Banshees (Plasma Torpedo) and Locusts.