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"Battlefleet Gothic: Armada II" - Tyranids Frigates [Advanced Ship Guide]


"Spreading through the stars and consuming systems whole to help you get better at games to impress your Hive Mind."


Tyranids Frigates

The Frigates of the Tyranid fleet represent the larger of the two sub-classes of escort ships, small craft that serve to supplement the capabilities of the larger line ships, while working as scouts and vanguards that can fly ahead of your main fleet looking for threats or targets.

All of the Kraken type Frigate vessels come with a special hull regeneration ability that isn't really seen much elsewhere in the Tyranid fleet, which gives them a function similar to the Necron's hull repairing, though it happens at a faster rate. Unfortunately the usefulness is limited by the Frigate's low beginning hull point pool, however considering their cheap cost and versatility in options, it's a pretty decent choice to have.

Patch Status: Updated for Patch 7 [v.11218] - July 15th, 2020

Tyranids Guide Navigation

- Main Guide Index -
Check out this link to be taken to the main index for all of the "Battlefleet Gothic: Armada II" guides I am assembling, including ship guides for other factions and more!

Terms Used

This section briefly covers the advanced weapon data you will find for each ship. These values are calculated based off the base weapons stats and are explained as follows:

DPS - Damage Per Second - The total damage output per weapon type (all guns combined) per second, assuming 100% of shots land, before considering armor penalties.

Crits Pm - Critical Hits Per Minute - Assuming all shots land, this will be the average number of critical hit's the guns will cause every minute before modifiers. (all guns combined)

Salvos PM - Salvos Per Minute - The total number of combined waves of fire, not including multiple rounds fired from the same weapon.

Rounds PM - The actual number of shots or individual projectiles fired each minute from all guns combined.

Tyranids Frigates Ships Stats

The Frigates of the Tyranid faction get the normal increase in hull points over their destroyer counterparts, but do so without losing any engine speed. It should be pointed out that at the time of this writing, many of the stats in-game are bugged and not showing properly in the fleet builder, namely hull and shield values. These tend to show up correctly in a battle, within the ships tool-tip window. One error that seems to exist specifically for the Frigates is their Defense turrets read as 0 in the fleet builder, while according to their special ability where the number is determined by active shields, they should have the same amount as the Destroyers.

Shield: 200
Armor: 83 (All Sides)
Identification Range: 9,000
Speed: 200
Rotation Speed: 16
Hull: 400
Defense Turrets: 8
Bravery: -75
Defending Troops per Stage: 6

Tyranids Frigates Attributes & Skills

The Tyranids as a standard, have a wealth of abilities that set them apart from all of the other factions play style wise. To keep things somewhat condensed, I have tried to make the abilities as summarized as possible and simply for reference. There are plans (In the next few weeks hopefully) to make faction specific pages that focus on things like the abilities that apply to more than just a single ship or two, along with other over-arching info like fleet upgrades and abilities, overall strategies and more.

  • Shroud Hull: Starts stealthed and whenever stealth is regained, it is kept until revealed again.
  • Adaption: Immune to asteroid fields, plasma storms and spore fields.
  • Instinctive: -75 Bravery penalty. Standard weapons always target closest enemy.
  • Synaptic Link: Unique Tyranid control feature (will be covered separately).
  • Escort: No assault skills.
  • Spores: Ship has 1 defense turret for every 25 active shields and deals 1 DPS for every 100 active shield points, bypassing enemy shields, to all enemy ships in 4,500 units.
  • Tyranids Propulsion: Gives access to Tyranid maneuvers.
  • Bio-Regeneration: The ship repairs 2 hull points per second while its maximum hp is also reduced by 2 per second, similar to Necron's regeneration ability.
  • Deadly Efficiency: Deals 3 troop damage per assault action.
    *Not listed but carried over from other vessels for Feeder Tentacles use
  • Scanner: Marks enemy vessels within 13,00 units and keeps them revealed for 30 seconds.

Point Cost: 48
Raw Total Crit Output: 1.05 critical hits per minute
Raw Total DPS: 7


  • 1 x Heavy Pyro-Acid Artillery
    Causes Fire on Critical Hit.
    Efficient Accuracy (80/60/40/20/0)
    90° Front Arc
    Range: 9,000

The Corrosive Kraken is the one Tyranid Frigate with "standard" weaponry, coming equipped with the Tyranids' macro type weaponry, the fire-starting Pyro-Acid. While the Corrosive Kraken adds another uptick in damage over the other Corrosive/Caustic destroyers, the main benefit is the increase in crit chance, since starting those fires really adds some extra damage and chaos for your enemy to deal with.

Remember of all the factions Necrons are immune to fires while Orks take 100% increased damage from them.

Point Cost: 39
Raw Total Crit Output: N/A
Raw Total DPS: N/A


  • Claws
    Immune to frontal ram damage, Ignores Armor
    20 melee damage every 2 seconds

The Clutch Kraken is the only Tyranid escort to come equipped with the special Claws melee weapons. Unlike the feeder tentacles, the Claws do not work on a cooldown, basically always "firing" when ever the Clutch Kraken, or any other of the "melee" ships, is in contact with an enemy ship.

Thanks to the conferred immunity to frontal rams, the Clutch Kraken is safe to use Rush for the burst of speed, into larger enemy ships without worrying about suiciding your Frigates in the process. If they get rammed or make contact with their sides or rear in a collision, they are still likely to insta-pop, especially if at speed and against anything larger than a Light Cruiser.

Point Cost: 43
Raw Total Crit Output: N/A
Raw Total DPS: N/A


  • 1 x Feeder Tentacles
    Applies 1 assault every 6 seconds (2 Assaults Max)
    Enemy ship must stay in range.
    90 second cool-down.
    Range: 9,000
  • Hook Tentacles
    Special Ability
    Pulls enemy targets towards ship.

The Strangler Kraken is basically the tougher variant of the 3 assault escorts, all equipped with feeder tentacles. Because of the nature of assaults and the tentacles weapons, there is no difference damage wise between the three, so the differences instead revolve around secondary characteristics of the vessels.

Of the two destroyers, the Strangler Drone is the cheapest basic version. The Vanguard has the same stats as the Drone except for a slightly higher cost thanks to the Marker ability it brings. Finally the Strangler Kraken is the most expensive, but doubles the hit points of the two Destroyers, as it is a Frigate class ship, and drops the marker ability for the hull regeneration ability granted to all the Kraken Frigates.

Point Cost: 37
Raw Total Crit Output: N/A
Raw Total DPS: N/A


  • Bio-Torpedo Launcher (2 Tubes)
    Bio Assault* (2 Charges)
    * 3 Troop Damage, 10% Crit Chance

The Bio Projectile Kraken grants the Tyranids a torpedo escort to match the majority of other factions, as they almost always have one. Unfortunately the Bio Projectile Kraken does not come with any back up standard weaponry to rely on once its single set of boarding charges runs dry, or if it finds itself in a situation where there is too much torpedo defense to connect a launch properly.

If you do decide to take one or more Bio Projectile Kraken ships, once their torpedo charges run dry, you can ram them into enemy ships or use the spore ability to trigger their death and subsequent spore dispersion that can still help you fight the enemy from the afterlife.


7/15/2020 - Updated for patch 11218.

© 2019 SOE

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