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Advent Wrath can mi controller parts of the fleet with planet item, super weapon and titan, which allows yo grind meatball down.
Tec can set override traps with starbases, exploding them on jumping in enemy's, destroying or at leasting doing at lot if damage to fleets.
In team games starbase stacking in the same orbit can also be a thing.
carriers are quite good for that as they will stay at the edge of the system.
650 limit Non-CPs (Illuminas, Destras, Disciples). The 2nd fleet tends to be much weaker, but super-weapons and Unity abilities make it almost indestructible.
The other variant is to swith Titan into the 1st fleet, but make it 1000/1000 instead of 1200/800. This variant is good when you need to relocate your 2nd fleet fast enough - you can just salvage them at 1 place and rebuild them at another.
Well, this results in 2 nearly-doomstacks (AI will struggle to take down the CP fleet, as Advent ships have enormous damage-per-second, and Guardians excel at repairing them).
Maybe on easy... on highest difficulties the ai is no push over and had max level titans with artefacts...
Splitting your fleet is a death sentence
Also, deathballs usually mainly consist of capital ships, and theese are tough, so no AoE can actually deal enough damage to them.
as a wise engineer once said "the answer? use a gun, and if that don't work, use more guns!"
Gameplay resolves around who has the biggest death ball.
For safety against hard CC effects, you can deploy some extra Skirantras to have some redundancies, but 2 can keep everything topped up in a full capital fleet.
A High level Kortul with maxed upgrades and items can have an almost 100% uptime on the Power Surge and have 180+ Wave (300 pierce), 6*35+ = 210+ beam (150+ front; 500 pierce) dps. (Phase missiles are not worth the item support on Kortuls, but can be done, it's ~40 dps baseline on higher lvls) not to mention the armor debuff passive.
So in short, you can counter any 'deathballs' with a simple Vasari 'survival ball'.
The 4 core ships are capable of tanking at least 600 fleet supply if not more.
Depending on ship lvl, but if antimatter and disabling of ships is not a concern, from lvl 5-6 Skirantras with at least an antimatter recharger on them and some defensive techs at those tiers, like combat shield regen, you can tank prety much anything the game can throw at you, like an entire pirate base (including the towers) as an example. Even with minimal static defense support (upgraded regen bay with an additional 36 armor regen/ sec) I highly doubt anything can even dent the armor of your ships - don't even bother caring about shields breaking - outside of them being an extra layer of damage mitigation - armor is your main defensive layer and it won't realy break