An Elite Dangerous ship platform supporting multiple builds aimed at those new to Thargoid combat.
A detailed explanation of Thargoids and Thargoid combat is beyond the scope of this post. The Anti-Xeno Initiative (AXI) wiki has the best documentation about them, tactics, and ship builds.
Goals
Create a ship to:
- Perform one or more roles when fighting Thargoid Interceptors, Thargon Swarms and Thargoid Scouts, such as those found in AX Conflict Zones.
- Be self-sufficient, including removing the damage over time debuff from caustic missiles and neutralizing Thargoid shutdown fields. This means the ship can be viable solo or in random groups.
- Require no unlockable modules, reputation or rank. This makes it easier to build for newer players.
- Outrun and outmaneuver most thargoid interceptors, scouts and caustic missiles. This is unlikely to include the Basilisk interceptor, whose maximum speed is 530 m/s, but should include all others.
- Land on a medium-sized pad. This ensures it can land at all outposts and stations, including ones under active Thargoid attack. Medium-sized ships’ purchase and rebuy prices are also generally lower than large-sized ships.
Build

The new large gimballed Enhanced AX Multi-Cannon is the best AX weapon that does not require unlocking. This replaces the turreted version. Unfortunately, the limit of four AX weapons still applies. The Python and Krait Mk II both have three large hardpoints, the most for a medium ship, but the Krait Mk II is faster and more agile, making it the best medium-size AX ship for new commanders.
That said, many ships make viable anti-xeno or anti-thargoid builds. For example, the Alliance Chieftain is also effective but more so against interceptors than scouts. It is more manoeuvrable but has less hull integrity and shields.
These builds are also guidelines. Feel free to experiment but note this build’s goals and motivations.
While you can run AX builds without engineering, Thargoids are intentionally difficult opponents. Unengineered ships are harder to use. Having to repair frequently may leave your team without a needed role. Unlocking engineers and grinding for materials is time-consuming but worth it. You do not need to max out the engineering to be viable, grade 3 or 4 is sufficient, but more engineering means an easier fight.
General:
- Maximize Hull: All thargoid damage is phasing, meaning a portion bypasses shields. All thargoid damage is Caustic, meaning traditional resistances like thermal, kinetic and explosive are useless. The damage over time debuff from caustic missiles directly damages hull irrespective of shields. Therefore, while shields help, maximizing hull integrity is imperative to survivability.
- Caustic Debuff: Being hit by caustic missiles or entering a destroyed scout or interceptor’s cloud will put a caustic debuff on the ship. Either use a decontamination limpet or overheat to at least 120% to eliminate it. Use the AFMU during downtime to repair malfunctioning modules.
- Thargoid Shutdown Field: Interceptors create a pulse that temporarily shuts down ships when (1) they enter the instance or (2) on their last heart. Use the Shutdown Field Neutralizer to prevent you and nearby allies from being shut down.
- Finding Targets: AX Conflict Zones tend to spawn scouts at long ranges. Interceptors can travel far away from the centre of a conflict zone during combat. Therefore, A-rated sensors help find scouts or interceptors at extended ranges. AX builds focusing on Non Human SIgnal Sources can operate well with D-rated.
- Lo-Draw Shield: The shield has Lo-Draw rather than Fast Charge. Fast Charge draws too much power if the shields ever drop, meaning there will be no power for the Shutdown Field Neutralizer or Decontamination Limpet Controller. However, Lo-Draw slightly decreases the recharge rate.
- Speed and Agility: While not as fast as a Basilisk interceptor, this build can outrun other Thargoids, including caustic missiles.
Anti-Scout
Build: Coriolis (Coriolis does not support the enhanced AX multi-cannons yet, so those slots are shown as turretted) or EDSY. Have your preferred one open as you read the guide for easy reference.
You can purchase the Enhanced AX Multi-Cannons from any Sirius megaship.
- Weapons: Three large and one medium Enhanced AX Multi-Cannons form the foundation for scout killing. The enhanced versions have a high shot speed. The gimbal allows limited auto-aiming, minimizing missing due to scouts’ manoeuvrability. The Long Range beam laser helps “tag” scouts and interceptors at long range. The Thermal Vent experimental effect reduces heat when striking a target or increases it when missing, helping to burn off the caustic debuff.
- Setup: Assign the multi-cannons and laser to the primary fire button and the decontamination to the secondary fire button in the same fire group. Assign a key to the Shutdown Field Neutralizer. This build’s Power Plant and Power Distributor are more than sufficient, meaning pip micro-management is optional.
- Target Selection: Engage regenerators first (because these heal nearby scouts), berserkers (because they buff nearby scouts and cause them to fire caustic missiles), inciters (because they buff nearby scouts) and then marauders last. The Xeno Scanner identifies scouts and their health.
- Engaging: Engage scouts at a range of one to two kilometres. This is within the AX multi-cannon minimum range but not close enough for scouts’ agility to make them hard to target.
- Swarms and Interceptors: Get a hit or “tag” on an interceptor to share in the bonds for killing it but avoid them if you are dealing with scouts. For interceptors, ensure someone in the wing gets a scan so you can target hearts effectively. Avoid using AX multi-cannons against shields, which may trigger the interceptor’s caustic missiles.
Mixed Anti-Swarm and Anti-Scout
As Anti-Scout, above, but replace two of the Enhanced AX Multi-Cannons with Remote Release Flak Launchers. Put the Remote Release Flak Launchers in side hardpoints to maximize the area covered by exploding flak.
- Setup: Put the Remote Release Flak Launchers in one fire button, the Enhanced AX Mutli-Cannons and Laser in another and the Decontamination Limpet Controller in another in a separate fire group.
- Scanning: Using the Xeno Scanner identifies the interceptor type and allows targeting of exerted hearts for you and everyone in your team. Once you get used to visually identifying interceptors and their hearts, you can replace the Xeno Scanner with another shield booster.
- Target Selection: Thargon swarms are your priority because only Remote Release Flak Launchers can meaningfully damage them. Prioritize swarms attacking other team members or, failing that, larger swarms first. Otherwise, prioritise scouts as mentioned above, particularly those attacking team members.
- Interceptors: Get a hit or “tag” on an interceptor to share in the bonds but prioritize other targets. While scouts are a nuisance, a single hit can destroy a needed attached limpet or stop an ammunition synthesis.
Anti-Interceptor
As Anti-Scout, above, but equip four 2B Guardian Gauss Cannons (or the salvation versions) and one 2D Long Range Beam Laser with Thermal Vent. Unfortunately, Guardian Gauss Cannons require unlocking.
Once you get familiar with interceptor combat, experiment with other Guardian weapons. However, Guardian Gauss Cannons are the most effective against Thargoid interceptor hearts.
- Setup: Placing all four Guardian Gauss Cannons on a single fire button and the Beam Laser on the other. While Guardian Gauss Cannons can fire frequently, they will spike your heat. Use the Beam Laser liberally to minimize heat but be careful not to exhaust the weapon capacitor. Avoid using gauss and other weapons against Thargoid shields, because it may trigger the firing of caustic missiles.
- Alternate Setup: Put two adjacent Guardian Gauss Cannons and the Beam Laser in one fire button and the other two Guardian Gauss Cannons and the Beam Laser in the other fire button. This reduces the heat impact of firing all four gauss cannons at once. Grouping the gauss canons into smaller groups with good convergence can make heart sniping easier. Hold the fire button to keep the laser firing to reduce heat.
- Range: Guardian Gass Cannons are most effective at the 1 to 1.5 kilometre range. The cannons still do maximum damage, the angular motion of interceptors is minimized and the slight auto-aim feature of fixed weapons is most effective.
- Engaging: Stay at least one kilometre from the interceptor unless you use the Xeno Scanner. This helps your Gauss Cannon accuracy, keeps you out of range of the lighting attack and helps any dedicated tanks keep the interceptor’s focus. Also, avoid using Gauss Cannons on shields. They are not very effective and can trigger an interceptor’s caustic missiles.
- Scouts: Leave scouts for those with AX Multi-Cannons. Targeting scouts with fixed weapons is harder than against the larger, slower interceptors and gauss cannon ammunition is limited.
Variants
- Unlockable modules: Replace the Module Reinforcement Package with the Guardian version to increase module protection. The double-engineered 5A Frame Shift Drive purchased from a Human Technology broker will slightly increase jump range. Replace the 4E Cargo Rack with the corrosive-resistant version if you want to scoop up hearts.
- Shieldless: I do not recommend running this build shield-less unless you focus on interceptors. Cold orbiting does not work against scouts or Thargon swarms. Missiling Thargons will quickly disable or destroy hardpoints without a shield. However, to do so, replace the 6C Bi-Weave Shield Generator with a 5D Module Reinforcement Package and the two 0A Shield Boosters with Heat Sink Launchers with Ammo Capacity, preferably the double-engineered versions.











