Total: 12 Fleets, 2100 Stacks = 226800 Ships
Flagship = Intrepid Nexus-VII
Fleets: 3x The Guardians-25
Ships & Weapons: Mall 10 Striking Swords / Deathhowl Shockwave / Ares Widowmaker
CC: 7* Victory Roar (speed: 360)
Fleets: 3x The Guardians-26
Ships & Weapons: Mall 10 Last Stands / Princess Lightspear / Tomahawk Godfist
CC: 9* Victory Roar (speed: 450)
Fleets: 3x The Guardians-27
Ships & Weapons: Mall 10 Alliance Admirals / Destroyer Nuclear Rack / Doomsday Nuclear Launcher
Fleets: 3x The Guardians-28
Ships & Weapons: Mall 10 Last Stands / Hornet Swarm / Pandora
Tips on How to Beat:Edit
The following information is not verified, it may be partially or completely incorrect.
General Advice for all the Humaroid planets is, do not attempt them until you can clear Constellations of an equivalent level. Until you can clear a Constellation, most players advise you do not attempt them. In Constellations you do not lose ships, so it's best to perfect your art there first.
Huma 7 can be completed with DFA and/or Rex Scuta with a total combined stat of 2,035. This high level of total stats are required to prevent Victory Roar from procing. I've done Huma 7 with Nih Bali design (10EOS/4EA) with Conq-X centers and I've used a Liberty Wing Bali design (8EOS/4EA) with Conq-X centers. Both work well, but I prefere the Liberty Wing design, for the negation and formation reductions. Good Bionic Chips are highly recommended, specifically recharger chips. If you solo with DFA and/or Rex, there are reflective modules on all the fleets (except for PoG). - JerseyReef s15
Notes: LaD has less than 1753 Stats
Fleet Spam notes:
Humma7 ships have slightly better air defense than Humma6, and slightly sturdier flagships. 22 sb fleets (8 stacks of 6 badge SB weapons, and a Conq-X for scatter damage) will do Humma7 safely, but many of the fleets will end up finishing off a wounded flagship. So the spam requirements are really somewhere between 16 and 22.