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.
The main blueprint of the Elytron, Harness, Wings and Systems – can be researched in the Clan Dojo at the Tenno Research Lab. You can only purchase and build Elytron after you complete the The ArchwingQuest.
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 / 1000Blast 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.
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.
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.
Vent duration and contrail duration are affected by Ability Duration.
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.
Afterburner is an Elytron Augment Mod for Core Vent that allows any sort of Blast damage to ignite the fuel cloud for a given duration, dealing Heat damage to any enemy inside the cloud.
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.
Maximized Ability Duration increases the vent duration to 11.7 seconds and the contrail duration to 20.8 seconds.
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 / 500Blast 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 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.
Maximized Ability Duration increases the explosion frequency to 3.9 per second and the barrage duration to 58.5 seconds.
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 / 1750Blast 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.
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.