Jupiter

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Jupiter is an unlockable ship. Jupiter is six tiles wide with one tile being an empty scaffold. The ship part to the right of the scaffold is Weak. Jupiter starts with Warp Prep, and Jupiter Drone Hub. One of its Basic Shots is replaced with a Basic Shift at the start of a run.

"A comms vessel with no cannons of its own. It launches special Jupiter Drones which channel its attacks."

Strategy

The Jupiter has native access to the powerful Jupiter Drones, able to launch them at will. This allows it to snowball into a powerful offensive force over the course of a combat, by lining up multiple Jupiter Drones on the enemy and then hitting them once per drone with each attack. It cannot attack prior to launching a drone (any line on a card with Attack.png is greyed out with no Jupiter Drones), but getting off to a slow start offensively isn't a problem for this ship. Look to use your Basic Shift to keep your drones alive while using Evade to have an open spot for your Missile Bay to launch drones.

Its signature Jupiter's Moons card, added to your hand at the start of combat, has some interesting deckbuilding considerations. Because it has Recycle, Retain, and starts in your opening hand, it will usually start out in your hand every turn, whether you play it or not — this can lull you into thinking it's similar to the Ares's Toggle Cannon. It isn't, however — there are some important differences:

1. Playing Jupiter's Moons and then playing a card draw effect will redraw Jupiter's Moons. This can be a great tool to launch multiple drones in a turn, or it could be undesirable if you were looking to draw something else. For example, if you play Jupiter's Moons with Flow State active, you'll just redraw Jupiter's Moons.
2. Playing Jupiter's Moons and then not playing a card draw effect will "cost" you a card draw next turn, as your first draw will be used to re-draw Jupiter's Moons. So unlike Toggle Cannon, playing this card does cost you a card draw in addition to an Energy. As such, this ship is similar to the Ares in that it can be considered to have reduced card draw compared to other ships.
3. If you discard Jupiter's Moons because of say Ventilator or Dice Roll, you will not get it back until you naturally redraw into it, just like any other card. (So these cards are dicey propositions on this ship.)
4. If you Exhaust Jupiter's Moons with Admin Deploy, Total Cache Wipe, or Static Noise, it's actually gone for the rest of the fight. This could softlock you if you run out of Jupiter Drones!

For all of this ship's offensive capabilities, its weakness is very much its defense. It starts with a Weak Comms, and on higher difficulties you'll also need to worry about your Cockpit. It also very much wants you to use Evade offensively to make more Jupiter Drones, and you need to spend card draws and Energy on playing Jupiter Drones and having offensive cards to capitalize on them. You can certainly use Jupiter Drones as shot blockers if you need to, but this isn't ideal, especially in boss fights where you're getting shot in multiple places, and in fights where the enemy scales, as this slows you down significantly. You'll want frontloaded defenses like Warp Mastery, Blocker Burnout, Desperate Measures, Solar Flair, Basic Dodge B, and I Frames that can buy you enough time to set up, then overwhelm the enemy with offense before they're able to take advantage of your weak defenses.

Its boss artifact, Jupiter Drone Hub V2, is probably not much better than Prepped Batteries in practice if you're building this right. This ship certainly likes Prepped Batteries, so that's not too bad, but it's not quite what you'd like from a Boss artifact.

Character-specific interactions:

Dizzy: This is a rough ship for Dizzy, as it doesn't have good Shield capacity and doesn't want to be playing defensively. One silver lining for him is that Stun effects are an amazing tool to keep Jupiter Drones alive, which can otherwise be quite difficult.
Riggs: Evade is quite important for this ship, both offensively and defensively. Jupiter's Moons also enjoys card draw effects, as if you redraw Jupiter's Moons, you don't need to be able to play it that turn to benefit from the card draw.
Peri: Once you've set up your drones, Peri's certainly got the tools to make very short work of any enemy. Her positional shift tech, like Lunge and Barrage, also quite likes this ship's gimmick — your ship will move, but the drones won't, which makes it easier to benefit from both effects. Any movement also fulfills this ship's need to keep its Missile Bay open too!
Isaac: This ship is a decidedly mixed bag for him. On the one hand, you really don't want to be launching Midrow Objects that aren't Jupiter Drones, generally speaking, making his starting Attack Drone rather bad along with many of his other cards and artifacts. On the other hand, he has access to Droneshift that's better than what Basic Shift can provide, and Bubble Field is an amazing card on this ship. While Gravel Recycler is junk on this ship, Drone Piercer is amazing.
Drake: This ship is a perfect fit for Drake — it loves Drake's reckless style, and loves the frontloaded aspect of her defensive cards. It's absolutely looking to gambit hull on its own terms to finish off enemies quickly, just like Drake. To boot, both of Drake's starter cards are great on this ship — EMP Slug provides all-important Stun to keep your drones alive (and hits the enemy super hard when multiple of them are out!), while Heatsink opens up your Missile Bay for another drone.
Max: This ship isn't really looking to build combos since Jupiter's Moons takes up so much Energy and card draw. But he does have some tech cards that work well here, like Branch Prediction and Enrage, as well as Temp Shield to hold things together on early turns. Just don't Exhaust Jupiter's Moons!
Books: This ship really doesn't appreciate Books's slow, defensive style. That said, there are a few bright spots — Crystal Shard is a useful way to re-play Jupiter's Moons (or perhaps just re-draw it so that next turn you draw another card), and Bloodstone Bolt and Glimmer Shot are excellent finishers once you have your drones set up.
CAT: She can certainly do hyper-offense quite well with AI Overflow and upgraded basics. Quick Fix gets a special mention here since it affects Jupiter's Moons, and with card draw this can allow you to set up a lot of drones very quickly. I Frames is also a very good defensive card for this ship.