Defense is the most important aspect of the astro empires game. It is the thing that keeps you alive and thriving. Without a basic defense, you will not be able to grow or even survive in the world of AE. This article explains some of the best ships to use for defenses, and some of the worst ships as well. I will also review some of the basic defenses that are necessary in the game, and what good combinations for defense are.

Current Strategy (2015) for non farms

Defenses are NOT the most important part of AE Fleet is defenses are there to dissuade ninjas. if you are in a stronghold (your guild/alliance controls your cluster) most players will only build and keep 10/10 disruptor Turrets and enough fleet to make a ninja attempt not profitable most players agree that anything more than dizzy turrets is a waste of credits that should be put into fleet.

Defense StructureEdit

Some people don't like putting up turrets or even a simple Photon Turret for defense. People like this are the ones that are usually targeted, because people who do this generally either have too little a fleet that can get blown away, or even have a large fleet though it's so badly composed that it too gets blown away. Some defenses are better then others, though I will review each.


Barracks are the weakest defense. You NEVER want these EVER! You should just skip this defense totally because it's not worth using up valuable time in order to build these up just to tear them down to build better defenses.

The perfect defense for you if you want to waste credits and time.

Laser TurretsEdit

Laser Turrets are also very bad defenses, DO NOT BUILD THESE, 25 FIGHTER WILL BEAT THEM

Generally for lvl noob

  • Requires Laser research tech at level 1

Missile TurretsEdit

With Missile Turrets, you're finally getting to some "ok" defenses, though these are still generally bad for you if you progress beyond level 25. They are good against small and medium units; they can stop most Corvette and Destroyer attacks that you would experience during this level which makes them valuable yet not too effective turrets.

These are the ONLY ones you should start with—if you dont jump to plasma—but get rid of them as soon as you get ion. These should be built right before the player is lvl 10 (on a new server). On an older server make them your only defense for 2 days after you hit level 10 (build these before you become lvl 10 to prevent attacks).

Generally for lvl 10-15

  • Requires Missiles research tech at level 1

Plasma TurretsEdit

Plasma Turrets Doesn't matter Don't build them

Generally for lvl Noob

  • Requires Plasma research tech at level 1 and Armor research tech at level 6

Ion TurretsEdit

Once you reach Ion Turrets, just tear every other defense down like you did with plasma. These might be a little costly for you at first, but they are well worth for the defense at your level. Put on a couple of these at your base and if you are attacked you will see the results that I am talking about.

Generally for lvl 15-25

  • Requires Ion research tech at level 1, Armor research tech at level 10 and Shielding research tech at level 2

Photon TurretsEdit

Photon Turrets are the best turrets for the new player. Pair these up with some Ion turrets and you should be all set for awhile. Make sure to stay on-top of making some ships to pair with your turrets, because you should be in a phase where you can start building your fleet. These defenses will generally hold up, and are the first to defend you from a single Battleship.

Generally for lvl 20-30

  • Requires Photon research tech at level 1, Armour research tech at level 14 and Shielding research tech at level 6

Disruptor TurretsEdit

Getting the tech and such for these may be a pain, but you will have a nice defense for future battles. Disruptor Turrets are nice for the generally average player because of the fact that they can fend off against Fighter drops and the fact that they can defeat a Dreadnought in a single bound.

(current strategy) These should be the only turrets on your base once you finish building your second round (10/10)

the best defense is: 2-3 D-turrets (disruptor)

  • Requires Disruptor research tech at level 1, Armour research tech at level 18 and Shielding research tech at level 8.

Deflection ShieldsEdit

Deflection Shields don't ever build these it is a waste of Area, Population, Energy

Generally for lvl Noob

  • Requires Ion research tech at level 6 and Shielding research tech at level 10

Planetary ShieldEdit

Planetary Shields are one of the best defenses. By themselves, they can stop fighter drops. They can also stop a single dread, perhaps two or three if you have good tech. (that would also include Fighters in hangers) If your pshield is nicely teched it should also be able to stop a titan if you have fleet and CC's on your astro(s).

(DONT BUILD SHIELDS if you are not a farm)

Generally for all lvls past 30..and a noob

  • Requires Ion research tech at level 10 and Shielding research tech at level 14

Planetary RingEdit

Planetary Rings are the best defense for your astro. Once you get the necessary tech for them, you should build them immediately. They can stop titans dead in their tracks, and if you have dual rings built on your astro, you can stop a levi with relative ease. Once you get 3 or more, you should be able to stop most fleets coming to your astro.

For all lvls, definitely build these as soon as you can.

  • Planetary Defensive Ring around the planet, doesn't require area on the Planet.
  • Requires Photon research tech at level 10, Armour research tech at level 22 and Shielding research tech at level 12.

(Current Strategy) this really depends on guild policy and until your base is around 250 you should not build them at all because it's credit's that should be put into fleet to prevent another guild from invading

Defense CombinationEdit

Photon + Ion Combo *lvl 15-20*Edit

This stops most of the small ships that are at your level that most people build.Once you get to level 25 you should be able to tech up some different Turrets for your astro.

Disruptor + Deflection Combo *lvl 25-30*Edit

A nice combination in order to stop a titan if tuned the right way. In order to do this properly, you should build two of each on your astro. This is also a combo to stop fighter drops because of the brute force behind the disruptor turrets.

Pshield + Pring Combo *lvl 30+*Edit

Stops almost everything in its tracks if you double up on both structures. A fleet on your astro combined with these will scare most agressors as most people don't want to break rings...yet.

Note: Just because you have these defenses doesn't mean you're invincible to all attacks. There will always be someone who will be able to break your defenses, no matter the level. Even if you're at the top of the game, someone will always have you in one rank or another and that just might be enough to take you down. If you don't make anyone mad, you shouldn't get hit if you have good defenses. (Unless you're in a war)

Other DefensesEdit

These are some of the best defenses, but that doesn't mean you're all set yet. You still need a basic fleet on your astro in order to stop attacks. Even if you have 5 Prings on your astro, if you don't have any fleet you are at a major disadvantage. Your trade routes are now available for people to pirate unless you have at least 1 fighter or ship at your base.

For fleet, there is truly only one defense ship: Fighters

Fighters are the most efficient ship in the AE world, though, it goes exactly vice versa. If you have 10k fighters but no turrets/shields, then your base can get dread/titan smashed. All in all, you must have a nice balance of fleet and turrets/shields to be efficient.

On my own bases, I have constructed my own fleet/defense/CC run.

10,000+ Fighters
150+ Cruisers
5+ Battle Ships (Or substitute with a dread)
10/10 Disruptor
5/5 Pshield
5/5 Pring
10+ Command Centers

Note (before note :D): this should be temporary, and you should have the defense "suggested below" by level 45. Aim for 5 dread screen ( DONT USE TITANS THEY ARE MORE VUNERABLE TO ATTACK THAN 5 DREADS) 20/20 Dturrets 10/10 Psheilds 25/25-30/30 Rings and 10-20 CC's.

Note (An means you can have more of that specific ship.)

This is what I've come up with for a basic defense, though most players would tell you to go with the dual pring/pshield combination. 10 Command Centers increases fleet power by 50%. Though if you're not going to build them to at least lvl 5, save the space for something else. You either go all out with Command Centers or you don't have them at all. -By Twin Blade

CC 15 is a better goal because your fighters will have enough power to pierce the shields of a heavy cruiser. Also, Cruisers do not make for a good defense because they are vulnerable to fighter drops.

The following defense is superior and is what you should aim for:

3 dreads
15/15 Dturrets
10/10 (or more) Pshield
15/15 (or more) Pring
10+ Command Centers

    • The most effective defense**

2 DN

1 level of planetary shield per 100 econ

1 level of planetary ring per 50 econ

10+ Command Centers

Fleet and Defense Go Hand in HandEdit

  • Ion Photon Combo- First, in order for this combo to work-out, I would put 4-6 ions with 2-3 photons. Along with this combo you must have a nice fleet. I would put 1000-1500 fighters with 1-2 cruisers per 100 fighters (this is to prevent shield rape). 5 CC's recommended.

  • Disruptor Deflection Combo- A good D+D combo should have 2 shields with 2-3 turrets. Now, this may not seem like much, but this is simply because your fleet's defense should compensate, and also because you should be close to Prings already. Now, for the fleet defense, this will be a large jump from the Ion Photon Combo's fleet defense. you should have 2k-3k fighters and 1 cruiser per 100 fighters. 7-8 CC's recommended.

  • P shields P rings combo- Now for the best combo, the combo noobs dream of. Well, I like the stuff the guy above me said: stick with that super defense, except if you're upgraded bring your CC's up to 15 (just a suggestion)... now nobody will ever occ your base!!!


And alternative defense for defending non-jumpgate bases (which doesn't have to carry any fleet) looks like this:

N PRings (as many as possible)
1 PShield
1 DShield
1 Disruptor (or 2, if N > 2)
N Dreadnoughts (~1/PRing)

This works best with N => 3. Since you do NOT need any Command Centers with that defense, you can use that space for other stuff.

(Current Strategy) CC's are only for occupations...if your not a farm Keep disruptors for most of the server until your base eco is 250 or so than its your choice or guild policy.

unless your cluster sucks and is invaded a lot. if so build by all means build prings and hope for a better result next server

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