Reactor overcharge
Reactor overcharge: level progression, equipment role, cooldowns, ammunition, costs, and research requirements.
NovaRaiderTeam
· Shields
What This Equipment Does
Increases your movement speed.
Overcharge your reactors to get a temporary speed boost. Increases your speed by its listed speed value.
Equipment Role
Reactor overcharge is active equipment. It consumes equipment ammunition when used, follows its cooldown and active-time rules, and scales through the item levels shown below.
How to Read the Table
Each row is one usable equipment level up to player level 75. Requirements include player level first, then linked research requirements. Time values use HH:MM:SS, or Dd HH:MM:SS for durations of at least one day.
Progression Table
| Level | Core stats | Cooldown | Active time | Ammo | Ammo cost | Uranium | Stars | Requirements |
|---|---|---|---|---|---|---|---|---|
| 11 | Base 4 | 00:00:20 | 00:00:10 | 10 | 2 Uranium | 2,750 | 1,000 | Player Level 11; Equipment 11 |
| 14 | Base 5 | 00:00:20 | 00:00:10 | 10 | 2 Uranium | 4,900 | 1,600 | Player Level 14; Equipment 14 |
| 17 | Base 6 | 00:00:20 | 00:00:10 | 10 | 3 Uranium | 6,800 | 2,200 | Player Level 17; Equipment 17 |
| 20 | Base 7 | 00:00:20 | 00:00:10 | 10 | 3 Uranium | 10,000 | 2,800 | Player Level 20; Equipment 20 |
| 23 | Base 8 | 00:00:20 | 00:00:10 | 10 | 3 Uranium | 12,650 | 3,400 | Player Level 23; Equipment 23 |
| 26 | Base 9 | 00:00:20 | 00:00:10 | 10 | 3 Uranium | 16,900 | 4,000 | Player Level 26; Equipment 26 |
| 29 | Base 10 | 00:00:20 | 00:00:10 | 10 | 3 Uranium | 20,300 | 4,600 | Player Level 29; Equipment 29 |
| 32 | Base 11 | 00:00:20 | 00:00:10 | 10 | 3 Uranium | 25,600 | 5,200 | Player Level 32; Equipment 32 |
| 35 | Base 12 | 00:00:20 | 00:00:10 | 10 | 3 Uranium | 29,750 | 5,800 | Player Level 35; Equipment 35 |
| 38 | Base 13 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 36,100 | 6,400 | Player Level 38; Equipment 38 |
| 41 | Base 14 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 41,000 | 7,000 | Player Level 41; Equipment 41 |
| 44 | Base 15 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 48,400 | 7,600 | Player Level 44; Equipment 44 |
| 47 | Base 16 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 54,050 | 8,200 | Player Level 47; Equipment 47 |
| 50 | Base 17 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 62,500 | 8,800 | Player Level 50; Equipment 50 |
| 53 | Base 18 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 68,900 | 9,400 | Player Level 53; Equipment 53 |
| 56 | Base 19 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 78,400 | 10,000 | Player Level 56; Equipment 56 |
| 59 | Base 20 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 85,550 | 10,600 | Player Level 59; Equipment 59 |
| 62 | Base 23 | 00:00:20 | 00:00:10 | 10 | 4 Uranium | 96,100 | 11,200 | Player Level 62; Equipment 62 |
| 65 | Base 27 | 00:00:20 | 00:00:10 | 10 | 5 Uranium | 104,000 | 11,800 | Player Level 65; Equipment 65 |
| 68 | Base 31 | 00:00:20 | 00:00:10 | 10 | 5 Uranium | 115,600 | 12,400 | Player Level 68; Equipment 68 |
| 71 | Base 35 | 00:00:20 | 00:00:10 | 10 | 5 Uranium | 124,250 | 13,000 | Player Level 71; Equipment 71 |
| 74 | Base 39 | 00:00:20 | 00:00:10 | 10 | 5 Uranium | 136,900 | 13,600 | Player Level 74; Equipment 74 |
Use and Planning
Reactor Overcharge is a movement tool. Use it for travel, chase, escape, or objective timing.
Evaluate this equipment through timing and purpose: what danger or opportunity does it answer, how long does the effect stay active, how long is the cooldown, how expensive is the ammunition, and does it conflict with another family in your loadout? A defensive tool used too late, or a utility tool used in the wrong place, often gives less value than its stats suggest.
Main requirements: Equipment 11.
Unlock only the level you can use now unless the next level is part of a planned build. For replacements, compare active time, cooldown, ammunition cost, family restrictions, and the exact combat state created by the equipment.
FAQ
Should I activate it as soon as it is ready?
Usually no. Most equipment is stronger when saved for the moment it answers: burst damage, a disabling effect, a chase, a group fight, a cargo route, or an objective push.
Why do some equipment families restrict each other?
Some active effects are meant to be a loadout choice rather than something you stack back-to-back. Check the Loadout Note and plan your equipment slots around a clear role.
Related Articles
Good next pages: Cooldowns, Ammunition, Combat States, Reactors, and Equipment.