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Part 20
Sins of a Solar Empire II

Part 20

Learn about Cleansing Brilliance, Relevation Battlecruiser, and Progenitor Mothership abilities in Sins of a Solar Empire II. Costs 150 antimatter.

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Learn about Cleansing Brilliance, Relevation Battlecruiser, and Progenitor Mothership abilities in Sins of a Solar Empire II. Costs 150 antimatter.

Walkthrough
  1. 1
    Cleansing Brilliance: This ability costs 150 antimatter, has a 75-second cooldown, an 8000 range, and lasts for 8 seconds. It deals 250 damage to all ships within range. It is best used against a crippled, retreating enemy fleet to destroy a few ships. It can also be used at the start of a battle to potentially turn the tide if antimatter recharges in time.
  2. 2
    Relevation Battlecruiser: This Advent faction ship costs 3000 Credits, 400 Metal, and 250 Crystals. It has 2075 Health, 1400 Shields, 234 Antimatter, and 4 Armour. Its weapons deal Laser (18), Plasma (29), and Bomb (50) damage. It requires 50 supply and is good against everything, weak against nothing. It starts with 1 Squadron and can support a maximum of 2.
  3. 3
    Reverie: Costs 75 antimatter, has a 15-second cooldown, an 8000 range, and lasts for 20 seconds. This ability totally disables a target ship, shutting down its engines, weapons, and abilities. It is an excellent time to destroy the target quickly, but if it sustains too much damage, it will recover and tend to flee.
  4. 4
    Guidance: Costs 75 antimatter, has a 20-second cooldown, a 6000 range, and lasts for 15 seconds. This friendly support ability boosts a target ship by reducing its weapon cooldown by 40%, allowing it to fight harder. It works well on capital ships due to their long recharge times.
  5. 5
    Clairvoyance: Costs 80 antimatter, has a 20-second cooldown, and lasts for 50 seconds. This intelligence ability allows you to view a planet of your choice for a short period. It is best used before a battle to scout enemy forces and avoid traps.
  6. 6
    Provoke Hysteria: Costs 150 antimatter, has a 180-second cooldown, a 5000 range, and lasts for 40 seconds. This ability damages a planet's population and health by 1% per second. It is a powerful and dangerous ability best used for destroying colonies and capturing planets. It can scout the planet, take out enemy forces, support your own, and prevent enemy escape before destroying the planet.
  7. 7
    Progenitor Mothership: This Advent faction ship costs 3000 Credits, 400 Metal, and 250 Crystals. It has 2350 Health, 1450 Shields, 265 Antimatter, and 3 Armour. Its weapons deal Laser (18), Plasma (30), and Bomb (40) damage. It requires 50 supply and is good against everything, weak against nothing. It starts with 1 Squadron and can support a maximum of 3.
  8. 8
    Colonise: Costs 90 antimatter, has a 120-second cooldown, and a 5000 range, lasting for 360 seconds. This ship can colonize planets, removing the need for a separate colony ship and saving fleet supply.
  9. 9
    Malice: Costs 90 antimatter, has a 20-second cooldown, an 8000 range, and lasts for 20 seconds. This ability damages enemies in range by 8% of their total health, but only works on a single target. This can be counter-productive as the ship has side and rear guns that could be used for wider attacks.
  10. 10
    Shield Regeneration: Costs 100 antimatter, has a 20-second cooldown, a 3000 range, and lasts for 8 seconds. This ability targets a ship and regenerates approximately 38 shield points per second.
Tips
  • Antimatter can add up, with some sources giving about 1 antimatter point per use.
  • The Radiance Battlecruiser is a frontline fighter but lacks supporting abilities, making it less of a fleet player compared to the Kol Battleship's ultimate abilities.
  • Cleansing Brilliance, while powerful, may not be enough to defeat a large, determined fleet on its own.
  • The Relevation Battlecruiser is exceptionally powerful against enemies and is best used as the spearhead for destroying colonies and capturing planets.
  • Provoke Hysteria is a great anti-planet attack.
  • The Progenitor Mothership's Colonise ability is useful for colonizing conquered planets without needing a vulnerable colony frigate.

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