Sea of Thieves Ships: What Most People Get Wrong About Choosing a Vessel

Sea of Thieves Ships: What Most People Get Wrong About Choosing a Vessel

So, you’ve finally decided to stop standing on the pier at Plunder Outpost and actually set sail. Choosing between the different Sea of Thieves ships feels like a massive commitment when you're staring at that select screen. It isn't just about how many friends you brought along for the ride. Honestly, it’s about how much stress you can handle when a Skeleton Ship pulls up alongside you and starts spamming anchor balls.

Most players think bigger is always better. They see a Galleon and think "fortress." They’re wrong.

🔗 Read more: Why Every Pokémon Yellow Gameboy Guide Still Misses the Most Important Secrets

The truth is that every ship in Rare’s pirate sandbox has a distinct personality, a set of physics that can either save your life or sink your loot in seconds. If you don't understand the nuance of draft, turn radius, and mast health, you’re basically just delivery drivers for the nearest Reaper’s Bones emissary. Let’s break down what actually happens when wood meets water.

The Sloop: The Smallest Sea of Thieves Ships Are Often the Deadliest

Don't call it a starter boat. The Sloop is a masterpiece of design. It’s built for one or two players, but in the hands of a veteran "sweat," it is a nightmare to catch.

Why? Maneuverability.

A Sloop can turn on a dime. While a Galleon is still figuring out which way is North, a Sloop has already pulled a 180-degree harpoon turn and is peppering your rear balcony with fire bombs. It’s also the fastest ship in the game—specifically when sailing directly into the wind. If you’re being chased by a larger crew and you have a Sloop, put your sail flat against the wind (the "dummy sail" technique) and head straight into the breeze. You’ll slowly pull away while they struggle with their massive sails.

One mast. That’s the vulnerability. If a Chainshot hits that single mast, you’re dead in the water. However, the Sloop is incredibly easy to repair. You can literally stand at the wheel and see the map table by looking over the railing. You can reach the capstan, the sails, and the cannons within a three-second sprint. This efficiency makes it the preferred vessel for solo players who want to tackle World Events without the headache of managing a rowdy crew.

The Brigantine is a Glass Cannon

The Brigantine—or "Brig" if you want to sound like you know what you’re doing—is the middle child of the Sea of Thieves ships family. It’s designed for three people. It is fast. Terrifyingly fast. In crosswinds or a full tailwind, a Brigantine will outrun almost anything on the map.

💡 You might also like: Call of Duty Swords: Why Melee Meta is Actually Ruining (and Saving) the Game

But it’s fragile.

If you take a hit to the midsection, the water fills that lower deck incredibly fast. Because the Brigantine only has one deck level, there’s no "second tier" of holes. On a Galleon, you can have holes on the mid-deck that don't leak until the ship sinks lower. On a Brig, every hole is a priority-one leak immediately.

I’ve seen crews lose a Brigantine in thirty seconds because they focused too much on offense and forgot that one person needs to be permanently glued to the bucket. It sits very low in the water. This makes it an easy target for boarders and makes it feel a bit cramped compared to the luxury of a larger ship. If you have a highly coordinated trio, it’s the best ship for hunting other players. If your crew is lazy? Stick to the Sloop.

The Galleon: Managing the Four-Player Behemoth

The Galleon is the "final boss" of the ocean. It has four cannons per side. If a Galleon manages to get a broadside angle on you, it’s over. The sheer volume of cannon fire can keep an enemy crew permanently dead or stuck in a repair loop.

But here’s the catch: it’s a nightmare to manage.

You have three masts. You have a capstan that takes a geological age to raise if all four people aren't helping. You have two decks to manage. Communication is the only thing that keeps a Galleon afloat. In most public open-crew games, the Galleon is a sinking simulator because nobody wants to manage the sails or watch the ladders.

The Galleon’s secret strength is its "second deck." When you take hits to the middle deck, you don't actually take on water until the ship is already heavily damaged and riding low. This gives a smart crew time to ignore minor damage and stay on the cannons longer. It’s a tank. But like any tank, if you lose track of your positioning, you’re just a very large, very expensive target.

Physics and Secrets of the Sea

You have to respect the water. Rare spent a lot of time making sure these boats feel "heavy." One thing people get wrong is sail positioning. You’ll see "full billow" when the wind is hitting your sails perfectly, but did you know that on a Brigantine, if you can’t get the wind, keeping your sails centered is often better than trying to "catch" a side wind that isn't there?

Then there's the Harpoon. This isn't just for picking up loot. You can use the harpoon to "drift" around rocks. You can hook a shallow seabed to make a turn that defies the laws of physics. It’s the difference between getting caught by the Kraken and escaping with your Shaman chests intact.

Misconceptions About Ship Damage

  • Fire isn't a death sentence: It looks scary, but fire takes a long time to actually sink a ship. It’s a distraction.
  • The Anchor is a trap: Never leave your anchor down. Ever. Raise it the moment you stop and use your sails to park. If someone sneaks up on you, you need to be able to drop sails and move instantly.
  • The Map Table: On the Sloop, you can see it from the deck. On the Brig and Galleon, you have to go downstairs. This means the Sloop pilot has better situational awareness than almost anyone else.

Actionable Strategy for Your Next Session

Stop picking your ship based on crew size alone and start picking it based on your goal for the evening. If you are looking to do a "Vault Run" and want to stay under the radar, take the Sloop, even if you have a friend who might join later. The low profile makes you harder to spot on the horizon.

If you are going for a high-intensity session like the Hourglass PVP mode, ensure your crew roles are defined before you leave the outpost. One person on "Main Cannon," one on "Repairs/Bilge," and one "Flex" who handles boarding and sails.

The most important thing you can do right now is hop into a Sloop and practice "anchor turning" using a rock. Hook it with the harpoon, turn your wheel fully, and release. Once you master the movement of the smallest vessel, the larger Sea of Thieves ships will start to make a lot more sense. Get out there, watch the horizon for those tell-tale glints of a spyglass, and keep your wood planks stocked. You're going to need them.