Endeavour: Stats
| Point Cost: 97 | Raw DPM: 980 | Raw CPM: 2.45 |
|---|
| - HIT POINTS – | – SYSTEMS – | – CREW – |
|---|---|---|
| Shield: 200 | ID Range: 9,000 | Bravery: 0 |
| Armor (Front): 67 | Speed: 160 | Troops: 9 |
| Armor (Sides): 67 | Rotation: 12 | Troop Damage: 1-2 |
| Armor (Rear): 67 | Defense Turrets: 9 | Assault Crit Chance: 10% |
| Hull: 1,200 | Lightning Strike Actions: 1 | Boarding Actions: 2 |
Endeavour: Weapons
- [2] Torpedo Launcher *Special Weapon
Basic (2 Uses) | Melta (2 Uses) - [2] Light Macro Turret
Efficient Accuracy – 270° Front – Range: 9,000
Shots: 1 | Damage: 7 | Reload: 6s | Crit: 1.75% - [2] Macro Battery Weapons
Efficient Accuracy – 90° Sides* – Range: 9,000
Shots: 4 | Damage: 21 | Reload: 12s | Crit: 5.25%
*1 per Broadside



The Endeavour holds the spot of having the second-highest crit ouput per minute and 2nd place in average DPS, being a pretty affordable and decent option for multi-purpose steady damage output.
While it used to be that the Endeavour fell a bit flat when comparing it to the Dauntless variants, after all the patch changes since, it seems to provide a bit better usefulness for the cost. The torpedoes are still mostly worthless as far as damage consideration goes, to the point where if you score good hits, just consider it a bonus, unless you’ve got a solid plan to not make the most out of the limited rounds.
Even if you ignore the Torpedoes entirely, the rest of the weaponry on the Endeavour makes it sort of a cheaper, slower and slightly more fragile line ship with a steady raw damage output and nice crit chance. If you are less concerned with pulling off ramming attacks, and plan to keep your Light Cruisers out of the thick of the battle, the Endeavour might be a preferential option.
Overall just think of it like a “Poor Man’s” Dauntless variant.

