Elytron
Elytron
Elytron

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This heavy duty Archwing was designed for one purpose, destruction.

The Elytron is an offensive-type Archwing specializing in area bombardment, capable of dealing massive amounts of damage against multiple enemies with its selection of missiles, and boasting high durability among Archwings.

Acquisition[edit | edit source]

The Elytron's main and component blueprints can be researched from the Tenno Lab in the dojo. The blueprints can only be purchased after completion of The Archwing quest.

Manufacturing Requirements
Credits64.png
25,000
Harness
1
Wings
1
Systems
1
ControlModule64.png
5
Time: 36 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png 275 Blueprint Price: Credits64.png 15,000
Harness
Credits64.png
15,000
Ferrite64.png
1000
Morphics64.png
1
Rubedo64.png
300
OrokinCell64.png
3
Time: 6 hrs
Rush: Platinum64.png 25
Wings
Credits64.png
15,000
AlloyPlate64.png
6,000
NeuralSensor64.png
2
PolymerBundle64.png
5,500
Rubedo64.png
1,100
Time: 6 hrs
Rush: Platinum64.png 25
Systems
Credits64.png
15,000
ControlModule64.png
1
Morphics64.png
5
Salvage64.png
6,000
Cryotic64.png
3,800
Time: 6 hrs
Rush: Platinum64.png 25
Tenno Lab Research
Blueprint • ClanAffinity64.png3,000
Credits64.png
10,000
Gallium64.png
2
MutagenMass64.png
1
DetoniteInjector64.png
1
Fieldron64.png
1
Time: 72 hrs
Prereq: N/A
Harness • ClanAffinity64.png1,500
Credits64.png
10,000
DetoniteInjector64.png
1
NanoSpores64.png
5,650
AlloyPlate64.png
4,500
Tellurium64.png
1
Time: 72 hrs
Prereq: Elytron
Wings • ClanAffinity64.png1,500
Credits64.png
10,000
Fieldron64.png
1
Cryotic64.png
6,450
PolymerBundle64.png
12,500
Tellurium64.png
1
Time: 72 hrs
Prereq: Elytron
Systems • ClanAffinity64.png1,500
Credits64.png
10,000
MutagenMass64.png
1
AlloyPlate64.png
6,200
Plastids64.png
1,150
Tellurium64.png
1
Time: 72 hrs
Prereq: Elytron
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Trivia[edit | edit source]

  • The Elytron refers to the protective wing-casing of certain insect orders, particularly beetles.
    • This suits the fact that Elytron is the Archwing with the highest total health and shields rating.
  • All of Elytron's abilities, save for Core Vent are able to destroy asteroids on Free Space Exterminate and Interception missions.

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Bloomer game icon.png BloomerIcon.png
ENERGY
25
KEY
1
Bloomer
Fires a high-yield, remotely detonated explosive projectile capable of latching onto targets.
Strength:500 / 600 / 800 / 1000 (Blast w.png Blast damage)
Duration:N/A
Range:120 / 160 / 200 / 240 m

Info
  • In Archwing missions, the Elytron fires a projectile with slight tracking capabilities that will attempt to home in on the closest enemy within range; otherwise, the projectile will travel unguided in the direction of the HUD's target reticle. The projectile is capable of latching onto solid objects, including enemies, and can be remotely detonated by pressing the ability key again (default 1 ). The resulting explosion deals 500 / 600 / 800 / 1000 Blast b.png Blast damage within 120 / 160 / 200 / 240 meters.
    • In Landscape missions, the explosion radius of this ability is reduced down to 12 / 16 / 20 / 24 meters.
    • Damage is affected by Ability Strength.
    • Damage does not bypass obstacles in the environment and decreases with distance.
    • Explosion radius is affected by Ability Range.
  • As the projectile is in motion, its linear velocity increases over time. If the projectile travels beyond the level's boundaries, it will disappear and Bloomer will reset.
  • The projectile's position is indicated on the HUD and minimap.

Tips & Tricks
  • As enemies are often buzzing around and are hard to track save for when they are unalerted, it is much easier to fire the rocket at a nearby piece of debris or ship, and detonating it then.
  • There is a slight tracking effect, where the rocket will curve towards an enemy, although this is unreliable at best, as it is unguided and will continuously travel forwards. However, it is helpful for getting the rocket closer to enemies to be remotely detonated.
    • Use the in game map, which marks this rocket, and the distance counter to help acquire targets, although in the heat of battle this can be difficult. It's easier and more rewarding to lay traps.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Bugs
  • Sometimes pressing the corresponding ability key once a rocket is active may not detonate it. Instead the Elytron may instead launch another rocket.

Expand/Collapse


Core vent.png CoreVentIcon.png
ENERGY
50
KEY
2
Core Vent
Vents out the Archwing's propulsion core, confusing enemy projectiles and causing them to detonate.
Strength:N/A
Duration:10 / 12 / 14 / 16 s (contrail duration)
6 / 7 / 8 / 9 s (vent duration)
Range:N/A

Info
  • In Archwing and Landscape missions, the Elytron vents its propulsion core for 6 / 7 / 8 / 9 seconds, leaving a gaseous contrail that neutralizes enemy missiles and projectiles. The contrail lingers for 10 / 12 / 14 / 16 seconds before dissipating.
  • Works against missiles released by Hellion Dargyn variants, as well as Dreg, Ogma, and Gox energy projectiles.
  • Cannot be recast until the venting duration has expired.

Augment
Afterburner.png
Main article: Afterburner

Afterburner is an Elytron Augment Mod for Core Vent that allows any sort of Blast b.png Blast damage to ignite the fuel cloud for a given duration, dealing Heat b.png Heat damage to any enemy inside the cloud.


Rank Duration Damage Cost
0 6s 200 6
1 8s 300 7
2 10s 400 8
3 12s 500 9

Tips & Tricks
  • With proper positioning, Core Vent's clouds can be used to form a temporary "wall" that prevents missiles from entering, which can be invaluable while defending points in Interception.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Expand/Collapse


Thumper.png ThumperIcon.png
ENERGY
75
KEY
3
Thumper
Creates a localized storm of punishing explosions.
Strength:200 / 300 / 400 / 500 (Blast w.png Blast damage)
Duration:1.5 / 2 / 2.5 / 3 s-1 (explosion frequency)
30 / 35 / 40 / 45 s (barrage duration)
Range:100 / 120 / 140 / 180 m (barrage radius)
32 / 40 / 60 / 80 m (explosion radius)

Info
  • In Archwing missions, The Elytron launches an unguided remote beacon. Once the beacon makes contact with a solid object or is remotely detonated by pressing the ability again (default 3 ), the beacon explodes and marks a spherical area for bombardment with a radius of 100 / 120 / 140 / 180 meters. Explosions randomly occur within the bombardment sphere at a rate of 1.5 / 2 / 2.5 / 3 per second, and each explosion deals 200 / 300 / 400 / 500 Blast b.png Blast damage within 32 / 40 / 60 / 80 meters. The bombardment lasts for 30 / 35 / 40 / 45 seconds.
    • In Landscape missions, the barrage radius of Thumper is reduced down to 10 / 12 / 14 / 18 meters and the initial explosion range 3.2 / 4 / 6 / 8 meters of radius.
    • Damage is affected by Ability Strength.
    • Damage bypasses obstacles in the environment and decreases with distance.
    • Explosion frequency and barrage duration are affected by Ability Duration.
    • Barrage radius and explosion radius are affected by Ability Range.
      • Because of this, the covered area scales with Ability Range but the chance an enemy within the covered area gets hit by an explosion does not change.
  • As the beacon is in motion, its linear velocity increases over time. If the beacon travels beyond 1600 meters, it will disappear and Thumper will reset.
  • The beacon's position is indicated on the HUD and minimap.
  • Can be recast after the beacon detonates. This allows for multiple bombardments to occur simultaneously, even in the same location.
    • Will combine with previous Thumpers if it detonates within its radius. This will refresh the duration on the previous Thumper and allow damage to stack up to 4 times.

Tips & Tricks
  • This ability is very good for Interception as it allows you to keep the pressure on an area from even a different control point. It is also very useful in holding a point, taking out or softening targets if you are being swarmed.
  • Like Bloomer, the beacon can be tracked via the minimap or distance marker, allowing you to gauge when to remotely trigger it. Doing so can be very useful if you miss your intended mark.
  • Be sure to consider it arcs outwards during initial launch before traveling straight ahead. If you want to use it at close ranges, it might miss your target. Be ready to remotely activate it.
  • Multiple instances of Thumpers can be released and stacked at once, allowing this ability to be a potent damage dealer.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Expand/Collapse


Warhead.png WarheadIcon.png
ENERGY
100
KEY
4
Warhead
Launches a plodding missile capable of unleashing a massive explosion.
Strength:1000 / 1250 / 1500 / 1750 (Blast w.png Blast damage)
Duration:N/A
Range:120 / 180 / 200 / 240 m

Info
  • In Archwing missions, the Elytron releases a reticle-guided missile that detonates on impact with any solid surface, including enemies. The resulting explosion deals 1000 / 1250 / 1500 / 1750 Blast b.png Blast damage within 120 / 180 / 200 / 240 meters and violently pushes enemies a considerable distance.
    • In Landscape missions, the explosion radius of Warhead is reduced down to 12 / 18 / 20 / 24 meters. Additionally, the missile will only travel up to 400 meters before it automatically explodes.
    • Damage is affected by Ability Strength.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Explosion radius is affected by Ability Range.
  • The missile is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.
  • As the missile is in motion, its linear velocity slowly increases over time until it reaches a maximum. If the missile travels beyond 1600 meters, it will automatically explode.
  • The missile's position is indicated on the HUD and minimap.
  • Can only be recast after the missile explodes. As such, only one instance of Warhead can be active at a time.

Tips & Tricks
  • As with all of Elytron's other rocket abilities, hitting specific enemies is ineffective. Target hard surfaces that are near enemies for maximum effect making it very useful whether capturing or defending.
  • For absolute devastation on Interception missions, fire at the general direction of a control point that is being swarmed, making sure to hit an easy and nearby hard surface. Most enemies will be destroyed or severely damaged.
  • In terms of capturing or defending points, while boosting on your Archwing, you WILL outpace the rocket, and since it's guided by your reticle, flying around with it active can be a waste of energy. For best results, hold down a control point and launch it, making sure to guide it straight into enemy swarms.

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Expand/Collapse



Strength Mods

IntensifyModU145.png

Duration Mods

ContinuityModU145.png

Range Mods

StretchModU145.png

BloomerIcon.png BloomerIcon.png
CoreVentIcon.png
ThumperIcon.png ThumperIcon.png ThumperIcon.png
WarheadIcon.png WarheadIcon.png

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Elytron can be equipped with the following items:

Augments[edit | edit source]

See Also[edit | edit source]

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Update 15.0

  • Introduced along with the Archwing feature.

Last updated: Update 15.0

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Elytron's color palette correspondence

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