Unit Analysis
Detector - Assimilation Matrix

This small scout is equipped with a long ranged, torpedo-based weapon that allows it do deal increased damage to small targets (such as freighters, destroyers, and some construction vessels) and absolutely no damage to structures. Notice that the Detector, like all Borg vessels, has a 360 degree firing arc. For these reasons, the Detector can be used to very effectively hunt down any other scout at range. In larger numbers (4-10) it can also be used to harass non-Borg species rather efficiently due to its extremely fast movement speed and long range. While your main fleet is attacking your opponent’s armada, a handful of Detectors behind enemy lines can ensure that he or she will either be forced to chase these annoyances down, waste time building turrets, or risk losing mining vessels.
Of course, the Detector is also rather weak and does not regenerate very quickly. Consequently, use the large sight radius of the vessel to determine when to run - even though you might be able to kill a destroyer one on one, remember that your opposition will be able to easily repair their vessels, while you are forced to wait eons for the Detector to repair itself.
Remember that if Transwarp is researched at the Transmission Matrix, Detectors may travel several screens away in an instant. This ability is best used as a getaway strategy, or a “leap over turrets” tactic, as Detectors regenerate their special energy exceedingly slowly.
Probe - Assimilation Matrix + Conduction Matrix

A medium ranged destroyer, this vessel is only equipped with a beam weapon. Since it is a small sized unit, it will do very well against early game torpedo based vessels. Since it does not cost any Collective Connections, this vessel should initially complement your Scout Cube forces (as you will have a glut of resources in the early game, but generally not nearly enough Collective Connections to produce units terribly fast) in damaging small sized units, as well as some larger early game units.
| Borg | Dominion | Federation | Klingon | Romulan | |
| Does reduced damage to | Beam Module units | A-20 Attack Destroyer | Intrepid, Excelsior | LuSpet | Eresis |
| Takes increased damage from | Interception Scout Cube, Detector | Breen Cruiser, Breen Battleship | K’vort | Leahval, Generix Frigate Refit |

The vessel comes standard with the Graviton Detection Grid ability when constructed. As a result, at least one of these vessels (and preferably two) is indispensible if you are playing against an adversary who can use cloaking (Romulan, Klingon, or Breen Cruisers). Although in the early game phases the Probe will need to be use its firepower in your attacks, once you have heavier hitting vessels, a hotkeyed Probe or two at your main base will be allow you to prevent any cloaked vessels from getting away from you without the risk of losing your cloak detection very easily. The Probe can use the Transwarp feature if researched from the Transmission Matrix and thus can be used to perform late game harassment if you have lots of funds but few Collective Connections.
Scout Cube - Collective Uplink + Conduction Matrix

A short ranged, but medium sized cruiser, this ship is the Borg’s version of an interceptor. Accordingly, it is very speedy and can close with most other short range units as well as harass very effectively. It has three possible combinations, although only two of them are useful. Although the Beam Module gives the Scout Cube resistance against beam weapons, the Interception Module is much more effective in most situations while the Regeneration Module is effective for the rest. Try to minimize your exposure to the Charg'H, Vor'cha, Phalanx, Monsoon, Defiant, Norway's Plasma Coil, Canaveral, and A-26 Bomber, as these vessels are either equipped with a passive which reduces damage from short range vessels, or deal increased damage to short range and fast units.
| Borg | Dominion | Federation | Klingon | Romulan | |
| Deals increased damage to | S-2 Escort Cruiser | Galaxy | Negh'var, B'rel | Norexan | |
| Does reduced damage to | Beam Module units | Sovereign | Vor'cha | ||
| Takes increased damage from | A-26 Bomber | Norway's Plasma Coil, Canaveral | Charg'H | Shrike |
“Interception Scube”

When equipped with the Interception Module, the Scout Cube is best used against your opponent’s small and medium sized vessels. This is due to its Adapted Photon Torpedo, which grants increased damage to small units, yet receives a sizeable damage penalty against all battleships (including the medium sized Generix Spectre Refit and Defiant). The S-2 Escort Cruiser takes greatly increased damage from this Scout Cube.
As this Scout Cube has a low System Value, note that it will take a long time to regain its hull points back. In games with constant fighting this can be a big problem as you will not have sufficient time to allow these vessels to lick their wounds.
“Regeneration Scube”

The Regeneration Module improves the hull regeneration rate and System Value so that the vessel can recover very quickly when not in battle. Against battleships (such as some of the vessels in the Federation’s Warp-In units) this module must replace the Interception Module, as the Regeneration Module will allow the Scout Cube to do considerably more damage. The Negh'var, Galaxy, S-2 Escort Cruiser, Norexan take increased damage from the Scout Cube.
This Scout Cube’s regeneration rate combined with its torpedo avoidance also makes it very powerful against torpedo based opponents. Should you wish to sacrifice some of this chassis’s firepower for the ability to return to combat quickly, use this module instead of the Interception Module.
Adaptor - Collective Uplink + Conduction Matrix
(passive: Torpedo Compensation - takes reduced damage from torpedo weaponry)

Despite its name, this chassis can only be equipped with a single configuration (assuming no Adaption Matrix has been constructed of course). That being said, the modules allow the medium ranged and sized Adaptor to quickly regenerate as well as take reduced damage from torpedo weaponry. Its relatively quick speed and ability to bunch up more readily then other Borg units make it easier to punch forward or retreat. This vessel is best used against torpedo based units that are either medium or (preferably) large sized.
| Borg | Dominion | Federation | Klingon | Romulan | |
| Does reduced damage to | Torpedo Module units | A-20 Attack Destroyer | Intrepid, Excelsior | LuSpet | Eresis, Generix Spectre Refit |
| Takes increased damage from | Assimilator, Interception Scout Cube, Diamond, Detector | Breen Battleship, Breen Cruiser | K'vort | Leahval | |
| Takes reduced damage from | Assimilator, Diamond, Adapter, Detector, Pyramid, Torpedo Module units | A-26 Bomber and all torpedo wielding units | All torpedo wielding units | All torpedo wielding units | All torpedo wielding units |
Assimilator - Collective Uplink + Conduction Matrix

The long ranged and large sized Assimilator is the first truly customizable chassis that the Borg has access to. As a support vessel, it can provide strong fire support or powerful assimilation capabilities for your fleet. Alternating module configurations on this vessel can allow you to make the best use of either dilithium or tritanium stores. The Assimilate avatar gets an outright stronger and cheaper (Collective Connections-wise) Assimilator, as well as an additional module type compared to the Optimize avatar. Accordingly, the Assimilator for the Assimilate avatar is indispensible, and will be the most common vessel in the fleet. Optimize relies on its own weaker and less efficient Assimilator for support. Note that Assimilators tend not to bunch up well at all, and thus each one must be micromanaged in order to be close enough together to use their firepower in the best possible manner.
Due to its range the Assimilator takes more damage from the Negh’var, Galaxy, Excelsior II’s ACS, Norexan, S-2 Escort Cruiser. The Ambassador, Monsoon, S-7 Defender, Cehlaer take reduced damage from the Assimilator. Since the Assimiator is large, it should be kept away from the Sang', Veqlaragh, SuS'a', A-26 Bomber, Steamrunner, and Serkas.
| Borg | Dominion | Federation | Klingon | Romulan | |
| Does increased damage to | A-26 Bomber | Canaveral | Charg'H | Shrike | |
| Does reduced damage to | Torpedo Module units | S-7 Defender | Monsoon, Ambassador | Cehlaer | |
| Takes increased damage from | S-2 Escort Cruiser, S-7 Defender | Galaxy | Negh'var | Norexan |
“Assimilating Assimilator”

For Optimize, this Assimilator will have three Auto-Assimilator Modules installed, providing just enough special energy to assimilate 185 alien crew before having to regenerate. Without any regeneration bonuses, this vessel is quite frail and a good target for any torpedo based vessels you might encounter. Concentrate on stripping the crew of vessels that have the least amount of crew first. Just because you can assimilate two K’beajQ doesn’t mean you should if you can assimilate six B’rels.
If you do use this configuration, make sure you have plenty of damage soaking vessels in front of this ship. Since it will most likely be a rare ship in your fleet, it is often best used as a specialty ship to strip the crew off of your opponent’s yards and mining facilities. Remember to use the torpedo weaponry on stronger crewed vessels or turrets, while you use the Auto-Assimilator on the captureable craft.

For Assimilate, this vessel will have two Auto-Assimilator Modules and a Regeneration Module, giving this vessel the capacity to assimilate 204 individuals in one bout. Although a Nanite Module gives the vessel a bit more added defense, the greater System Value and the increased hull regeneration rate allow this warship to take more damage, regenerate hull damage faster when out of combat, and regenerate special energy substantially faster. This vessel configuration should only be used if you are facing fair numbers of weakly crewed vessels. If you are seeing a majority of vessels like the Griffin, Generix Spectre Refit, Warp-In vessels - generally vessels with a crew of 200 or higher - this configuration can start to be a liability, as these vessels will likely be able to escape and recrew before being captured.
Accordingly, this vessel configuration is most useful in the early and middle game stages for vessel capture, while in the late game stages it can be helpful support in denying your opponent their own structures! With good coordination, this vessel can be combined with the Matrix-Teleport (from the Assimilation Matrix) or Boarding (researched at the Transmission Matrix) special abilities to fully recrew the vessels you just assimilated.
"Torpedo Assimilator"
(passive: Torpedo Compensation - takes reduced damage from torpedo weaponry)

For Optimize, this ship will be equipped with two Torpedo Modules and a Regeneration Module, allowing it to mete out heavy punishment to all large sized units, and even medium sized vessels, while taking significantly less damage from torpedo weaponry. Against an opponent who relies on small and some medium sized vessels, this configuration is not optimal, as the torpedo armament will often miss. The added regeneration rate will allow this vessel to remain a specialist anti-capitalship while staying in the fight for longer.

For Assimilate, this vessel shall have two Torpedo Modules and a Nanite Factory Module. Although the Nanite Factory Module does not increase the hull regeneration rate as much as a Regeneration Module, it will allow the vessel to be much more adept at absorbing damage. Likewise, this type of vessel can use its Nanite Factory ability to drain 5% of the crew on all enemy vessels within medium range. Combined with a few Assimilating Assimilators, this can be used to great effect to not only weaken enemy vessels (if crew drops to the yellow or red “zones”, weapon firing rate and repair rate is reduced), but also make them easier to assimilate.
"Beam Assimilator"

For the Optimize avatar, a Beam Module, Torpedo Module, and a Regeneration Module allow this vessel to become significantly more capable at handling medium sized vessels, and even destroyers. The beam weaponry ensures that the vessel will always deal damage, and the torpedo addition still means that this vessel is quite capable at damaging larger vessels as well as taking less damage from torpedo armament due to the Torpedo Compensation passive.

For the Assimilate avatar, a Beam Module, Regeneration Module, and Nanite Factory Module offers exceptional durability - although for a slight reduction in firepower and the loss of Torpedo Compensation. This configuration is thus best used against fleets which do not rely on torpedo weaponry. If you are facing fleets of ships like the SuS’a’, Sang’, Veqlaragh, A-26 Bomber, Breen Cruiser and others, installing a Torpedo Module instead of the Regeneration Module is very wise. Again, the Nanite Module can be used to assist in assimilation.
Sphere - Collective Uplink + Conduction Matrix

A large and medium ranged cruiser, this beam armed vessel can be equipped with quite a number of module combinations. For Optimize this generally tends to be the most efficient and useful vessel to produce as it is an effective chassis that can be customized to be an incredible damage soaker with a decent damage output. It tends to bunch up very nicely with other Spheres (allowing it to easily bring more firepower on an individual target), and it is quite fast as well. The Optimize avatar gains a unique module, the Prime Module for this chassis.
| Borg | Dominion | Federation | Klingon | Romulan | |
| Does reduced damage to | Beam Module units | A-20 Attack Destroyer | Intrepid, Excelsior | LuSpet | Eresis |
| Takes increased damage from | Breen Cruiser, Breen Battleship, S-7 Defender | Leahval |
"Beam Sphere"

With three Beam Modules and a single Regeneration Module, this Sphere will take extremely reduced damage from beam weaponry. However, due to the lack of regenerative capabilities, this Sphere is very much a specialist. Although it excels against units like the Saber, or the Dominion Phaser Sentry, since it takes base damage against all other weapon types, it will not last very long against these types of vessels and thus is very much a support, rather than a front-line warship.
Although its primary beam weapon will always hit the target you select, its secondary weapon will “bounce” from target to target, gradually damaging them. Against more powerful units, this can prove your undoing as these units will have faster shield regeneration, and thus more of the damage you deal will be dissipated. Likewise, it is extraordinarily difficult to destroy any one individual, seeing as so much of the firepower is spread out - instead, this vessel is more of a moral demolisher, as it can cause several of your opponents vessels to retreat prematurely to repair due to its “bouncing beam”.
"Torpedo Sphere"

Equipped with a single Torpedo Module and three Regeneration Modules, this configuration deals more brute damage from its torpedo and beam than a Prime Sphere, although it will regenerate slightly less quickly in the long term as the System Value and defense are weakened. As a consequence, this vessel is a bit more of a specialist than a “Prime Sphere” because it deals much of its damage in the form of the torpedo launcher. Consequently, use this vessel for engaging large sized vessels and stations. For Optimize, this vessel can take the role that the Pyramid has for the Assimilate avatar. Similarly, for Assimilate, this configuration can be a bit of a go between as it also can deal considerable damage to medium sized vessels as well as sit on the front lines and soak up damage.
"Prime Sphere"

For Optimize, this chassis will usually serve as the main contributor to your forces as its weaponry is powerful and never misses. Equipped with three Regeneration Modules and a Prime Module, this configuration is capable of using the special ability Regenerate (best set on full special weapons autonomy) and dealing quite a bit of damage as well. At 100 special energy per second, you can sustain Regenerate for over 18 seconds. The Prime Module allows it to drain special energy from its main target. Although the Prime Module does not grant as much offense as the Torpedo Module, it gives a sizeable System and Defense Value boost which will enable your medium range Sphere to regenerate faster and take less damage overall. Consequently, if you prefer a greater resilience (and thus more firepower in the long run) a Prime Sphere is a wiser choice than a Torpedo Module.

"Holding Sphere"
For Assimilate, this chassis will often be skipped in lieu of the more powerful Pyramid. Nonetheless, the Sphere is more adept at dealing damage to small and medium sized vessels due to its primarily beam based weaponry. Consequently, arming a Sphere with three Regeneration Modules and a Holding Beam Module approximates Optimize’s ideal damage soaker (the "Prime Sphere") quite nicely. Note that the Holding Beam Module doesn’t just grant added stats and regeneration bonuses, but it also gives a sizeable boon against special weapons due to the Assimilated Resistance passive.
Pyramid - Collective Uplink + Conduction Matrix

A medium ranged and large sized vessel, this chassis is only available to the Assimilate avatar. With a velocity equal to the Sphere and a great array of modules, this vessel usually supplants use of the Sphere for the Assimilate avatar. Alternating module configurations on this vessel can allow you to make the best use of either dilithium or tritanium stores.
| Borg | Dominion | Federation | Klingon | Romulan | |
| Does reduced damage to | Torpedo Module units | A-20 Attack Destroyer | Intrepid, Excelsior | LuSpet | Eresis |
| Takes increased damage from | Breen Cruiser, Breen Battleship, S-7 Defender | Leahval |
"Torpedo Pyramid"
(passive: Torpedo Compensation - takes reduced damage from torpedo weaponry)

Equipped with a Torpedo Module, two Regeneration Modules, and a Nanite Factory Module, this vessel is an excellent demolisher of stations and large sized vessels. Although it can be used somewhat effectively against medium sized warships, this task is better left to your beam based ships and Assimilators. Due to the Regeneration Modules, this vessel gains the Regenerate special ability. The Torpedo Module also grants the vessel the Torpedo Compensation passive. Do not set this vessel on full special weapons autonomy, otherwise it will utilize its Nanite Burst rather than Regenerate. In this case, all the special weapon energy should be used to keep this Sphere-mimic alive at the front lines.
Although the decreased System Value from not using a Holding Beam means that Regeneration cannot be sustained for as long, the graviton torpedo now deals part of its damage as direct hull damage and thus will cripple the battleships (and defense stations) that your foes are likely to field.
"Holding-Beam Pyramid"
(passive: Assimilated Resistance - takes reduced damage/effects from special weapons)

With four Holding Beam Modules, this vessel is nearly immune to special weapons. Likewise, it is even more efficient than an “Assimilating Assimilator,” as it can capture 224 alien crew before having to regenerate special weapons energy. Consequently, in a purely assimilation-oriented fleet, this configuration is an excellent companion. Its holding beams can be used to great effect to hold fast veteran units, as well as battleships that might otherwise get away before they can be assimilated or destroyed.
Diamond - Collective Uplink + Conduction Matrix

A long ranged, large sized vessel, the torpedo based Diamond is your high end support unit and thus should not be built unless you have at least three other large units in the field (either Spheres, Assimilators, Pyramids, or Cubes). Since the Diamond is large, it should be kept away from the Sang', Veqlaragh, SuS'a', A-26 Bomber, Steamrunner, and Serkas. Here are a few of the most efficient configurations.
| Borg | Dominion | Federation | Klingon | Romulan | |
| Does increased damage to | A-26 Bomber | Canaveral | Charg'H | Shrike | |
| Does reduced damage to | Torpedo Module units | S-7 Defender | Monsoon, Ambassador | Cehlaer | |
| Takes increased damage from | S-2 Escort Cruiser, S-7 Defender | Galaxy | Negh'var | Norexan |
“Queen Diamond”

With a Regeneration Module and three Diamond Modules, this particularly Diamond is a complete support vessel. Although it can do some damage to large vessels and stations with its torpedo armament, the Bring Order to Chaos ability is artillery range for a reason. Bring Order to Chaos doubles the damage dealt by the selected unit, as well as its subsystem repair. The Diamond Module’s ability lasts a full minute and a half, and the vessel’s fast special weapons energy regeneration rate ensures that you will be able to use it on at least one other Borg vessel almost immediately.
As a consequence, having one “Queen Diamond” for every four heavier units is highly recommended, as it will essentially double the number of units you have on the field. This vessel should never be face to face with your opponent’s vessels, as its speed and relatively weak defenses rarely allows escape.
“Hybrid Diamond”

Equipped with a Beam Module, a Regeneration Module, and two Diamond Modules, this chassis can more effectively support your other vessels in combat. With just enough special weapons energy to use the Bring Order to Chaos special ability on three units, this vessel still should never see the front lines of combat (where it will be quickly targeted and destroyed). Keep it behind your other vessels, so that it can regenerate its special weapons energy and keep supporting your actual warships. Each casting of the special ability lasts for a full minute, which is usually more than enough time to end an individual battle.
The Diamond Modules will allow you to target each of your Spheres once before running out of special energy with the Bring Order to Chaos special ability. Lasting for one minute, this doubles the subsystem repair rate as well as the damage dealt by each of your Spheres. As the special energy recharge rate is quite quick, you can keep casting the Diamond’s ability with relatively small interruptions.
Cube - Collective Uplink + Conduction Matrix

The heaviest hitting and most cost effective vessel in Fleet Operations, this medium ranged and large sized battleship can be equipped with a formidable array of modules. Most players will specifically target the Cube and ignore the other units because they believe that it will ensure their victory. This is actually not the case. The Cube represents an overwhelmingly powerful defensive unit. To attack it and ignore the relatively weak (defensively speaking) Spheres, Assimilators, and even Diamonds will usually spell your end. Being less durable, these units are more easily taken out, but are often ignored in lieu of the Cube. Hence, if you can afford one Cube it is often best to build one to redirect the firepower of an enemy’s fleet in the wrong direction.
| Borg | Dominion | Federation | Klingon | Romulan | |
| Does reduced damage to | Beam Module units | A-20 Attack Destroyer | Intrepid, Excelsior | LuSpet | Eresis |
| Takes increased damage from | S-7 Defender | Leahval |
“True Tac-Cube”
(passive: Torpedo Compensation - takes reduced damage from torpedo weaponry)

Armed with three Torpedo Modules, two Tactical Armor Modules (reducing beam damage by 20%), and a Regeneration Module, this vessel just refuses to die, while meting out incredible punishment to stations, large, medium, and even small vessels. It has enough special energy to use all of its weaponry on high special weapons autonomy. Torpedo Compensation means that despite its large size, it will take significantly less damage from torpedo forces. Likewise, the Tactical Modules means that your opponent will be forced to use more powerful cruisers and battleships to engage your Cube, as the weaker ships will do significantly reduced damage.
For most engagements this is the optimal configuration. However, if you are facing a great array of vessels armed predominantly with beam weaponry, and firing special weapons (like the Negh’var’s Weapon Overload ability), this arrangement is inadequate.
“Hybrid Mage Cube”
(passive: Torpedo Compensation, Assimilated Resistance - takes reduced damage from torpedo weaponry, takes reduced damage/effects from special weapons)


If your opponent seems to have a smattering of torpedo based vessels and units which use a good deal of special weapons (especially those that deal damage - like Engine Overload, Slicer, Polaron Torpedo, Critical Shot) your module configuration should probably be two Torpedo Modules, two Tactical Armor Modules, a Regeneration Module, and a Holding Beam Module. This layout will ensure that you can deal a good deal of damage, but also take hits from both of these sorts of weapons. In addition, the increased special weapons energy from the Holding Beam Module allows you to use even more Collective Features from the Transmission Matrix.
“Mage Cube”
(passive: Assimilated Resistance - takes reduced damage/effects from special weapons)

When you are facing a fleet that relies mainly on special weapons to deal damage, your module configuration should change to reflect this. Consequently, a Cube equipped with two Tactical Armor Modules, a Regeneration Module, and three Holding Beam Modules will allow you use special weapons almost indefinitely. However, if you do use the Holding Beam, you will run out of energy very quickly, so it is recommended that you manually control what abilities you use.
Special Borg Stations
Recycling Center

Available only to the Optimize avatar, the Recycling Center allows you to convert supplies into dilithium and tritanium over time. Although this sounds impressive (given that if you build a fourth Incubation Center you will never want for supplies again), in actuality the structure is completely useless. It will take 41 minutes for you to gain back the resources on that structure, and at that point the negligible resources you will gain from its continued use will prove futile.
Transmission Matrix - Conduction Matrix

This facility is the only true research facility that the Borg Collective uses. It is utilized to provide Borg vessels (and some structures) with additional abilities called Collective Features. The only resource required to obtain the abilities at this station is time. Likewise, since only a limited number of the total amount of abilities may be researched, it is important to carefully choose what and in which order you will research them. Generally building this facility when you have a large number of resources, but not enough Collective Connections to get some of the more powerful Borg vessels, is wise as the abilities gained here can dramatically improve the performance of your existing vessels.
Devastating Attack

This medium ranged torpedo can be fired from all military Borg vessels asides from the Detector. The torpedo only damages the target’s shields, but a single usage can deplete most cruiser and destroyer shields, while larger vessels often take several shots – depending on the chassis that uses Devastating Attack. This ability is useless against Borg units obviously, but is extremely useful in general. Usually it should be micromanaged so that you do not waste too many shots on a single vessel.
Sensor Relay

For a small price, a Borg vessel can drop a station which emits a Tachyon Ping which can detect cloaked vessels in a small radius. Thus it can be used to blockade small entrances, as well as prevent would be spies from tracking your vessels (as well as granting you a cheap scout station). One strategy that can be employed to use the Sensor Relay in combat is to select all Borg vessels and drop a Relay in the midst of your opponent’s forces and then withdraw slightly. If he or she is not intensely micromanaging the warships, those vessels will target the Sensor Relays instead of your vessels and give you a few seconds without weapons fire. As this strategy is somewhat expensive in terms of supply, generally it is best to use this only if you have many Incubation Centers operating.
Station Holding Beam

The medium range Station Holding Beam will allow you to surely capture many would-be harassers due to the incredible energy reserves available. However, as this is a purely defensive ability (and only available on the Conduction Matrix, Transmission Matrix, and Assimilation Matrix) the research should really only be saved for last ditch defense (or if you have nothing else to research).
Partial Adaption

As this ability increases the damage of all Borg units by ten percent, this should always be researched if you need attack power.
Nanites

If you have just begun construction of a Diamond or Cube, this is the first feature you should research. This ability casts a large swarm of tiny machines that will randomly disrupt subsystems of your opponent’s ships, as well as cause a great deal of damage to small and medium vessels that enter the field. Consequently, it can be used to great effect to effectively limit the amount of vessels that are firing upon you (or retreating) at any one time. If you are not planning on building either the Diamond or Cube, this ability is useless to you.
Slicer

This short range ability deals increasing damage with increasing chassis size and affects all Borg warships asides from the Detector. This ability can usually be left on high weapons autonomy, although it is important that you micromanage it from your torpedo based ships when surrounded by small and perhaps medium sized vessels (as you do not want to waste the ability on the targets which always take a hit). This ability is very important in a fight against a Borg opponent, as it allows you to deal instantaneous damage, before your opponent can retreat and regenerate (especially against Spheres).
Transwarp Coil

This ability equips the Detector, Probe, and Scout Cube with a transwarp device which enables these vessels to instantly jump a short distance away. The Scout Cube can travel approximately a screen away, while the Probe can transwarp about a screen and a half, and the Detector can zoom several screens away. Although this ability can be used to make ambushes as well as jump over static defenses, oftentimes it is most wisely used for escape. As each Scout Cube or Probe takes damage, simply transwarp it away to safely regenerate. For these situations, ensure that your vessels do not use their other special abilities often (or at all) for fear of running out of special energy. If you are fighting against the Borg and are making use of Scout Cubes and Probes, this ability is extremely important to research early on. Against non-Borg factions, the ability will more likely come in hand for harassment in the later game stages, and thus is not mandatory.
Data Mining

This research enhances the sensor range of all Borg vessels and stations (including Sensory Relays). Since Borg units generally have a mediocre sight radius, this can be very effective in determining where to attack, and when to retreat. As a result, this ability is quite useful and should usually be purchased (unless you are fighting in close quarters and don’t need the intelligence information).
Perfect Logistics

This allows you to upgrade a total of four Resource Assimilators to increase their Defensive Value and cause them to slowly generate dilithium and tritanium whether they are actively mining or not. Researching Perfect Logistics may seem like a good thing as it promises that four of your Resource Assimilators will generate additional dilithium and tritanium on their own, but in actuality the resource accumulation is extremely slow. If all four freighters are upgraded, you will have spent 600 dilithium, 600 tritanium, and 80 supply only to recuperate these funds ten minutes later. As you can imagine, the benefits do not outweigh the costs - even despite the increased durability of these four Resource Assimilators.
Boarding

If you plan on constructing Auto-Assimilator equipped Assimilators, it is best to research Boarding quickly, to let you quickly recrew captured enemy vessels, as well as more efficiently take over your opponent’s ships. This ability transports drones through the shields of any vessel, and thus can be used very well in conjunction with the Nanite Burst. As a result, this ability should usually be researched if you are playing as the Assimilate Avatar.

