Deal lower DPS
Deal higher DPS
Very long ranges and less DPS
Very short ranges and (very) high DPS
Long range, very poor tracking and less DPS
Short ranges, good tracking and high DPS
Use for frigates/destroyers
Use for cruisers/battlecruisers
Use for battlecruisers/battleships
Use for frigates/destroyers
Use for cruisers/battlecruisers
Use for battlecruisers/battleships
Use for frigates/destroyers
Use for cruisers/battlecruisers
Use for battlecruisers/battleships
Use for frigates/destroyers
Use for cruisers/battlecruisers
Use for battlecruisers/battleships
(T1 Armor ⃰ )
* See each ship for shield and T2+ vulnerabilities
More details can also be found here.
(T1 Armor ⃰ )
* See each ship for shield and T2+ vulnerabilities
More details can also be found here.
(T1 Shields ⃰ )
* See each ship for armor and T2+ vulnerabilities
More details can also be found here.
(T1 Shields ⃰ )
* See each ship for armor and T2+ vulnerabilities
More details can also be found here.
EHP: 2,000 - 5,500 | Max MWD: ~4,500 m/sec
Bonus to Small Energy Turret activation cost
Bonus to Small Energy Turret damage
Reduction to Propulsion Jamming systems activation cost
High utility slot can have a NOS used at 6k.
High capacitor regeneration frigate.
EHP: 2,000 - 5,500 | Max MWD: ~4,500 m/sec
Bonus to Small Hybrid Turret falloff
Bonus to Small Hybrid Turret damage
Reduction to Propulsion Jamming activation cost
Great range with up to 50% bonus to falloff. Meant to brawl, but makes a good scram kiter.
Blasters have better range with falloff bonus even beating autocannons on a Rifter hull.
Ion blasters and electron blasters can be used to allow a NOS/Neut in top slot, but are weaker weapons than neutrons.
EHP: 2,000 - 5,500 | Max MWD: ~4,500 m/sec
Bonus to Kinetic Light Missile and Rocket damage
Reduction to Propulsion Jamming system activation cost
Missiles have better range than rockets allowing Condor's to be great kiters well outside point range if needed.
Although there's a kinetic rocket and missile bonus, it's not enough to switch from using correct ammo type on targets.
Uses rockets for scram kiting and longer-range missiles for kiting.
EHP: 2,000 - 5,500 | Max MWD: ~5,000 m/sec
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret tracking speed
Reduction in Propulsion Jamming system activation cost
Fastest base speed of the T1 frigates.
Slashers will come in fast and try to get under your guns.
Good tackling larger ships - speed tank.
EHP: 6,000 - 12,000 | Max MWD: ~2,600 m/sec
Bonus to Small Energy Turret activation cost
Bonus to all armor Resistances
This is the Amarr defensive version of the combat frigates.
All tank brawler. Some use active tank.
Pulse lasers also get Scorch which gives the ship an optimal of 11km with a falloff of 14km.
EHP: 3,500 - 5,500 | Max MWD: ~3,500 m/sec
Bonus to Small Hybrid Turret damage
Bonus to Armor Repair amount
This is the Caldari defensive version of the combat frigates.
Do not underestimate the Incursus in close. It can easily take out Confessors, Thrashers, Sabres, Hicates, etc. at 0km.
EHP: 3,500 - 8,500 | Max MWD: ~3,500 m/sec
Bonus to Small Hybrid Turret damage
Bonus to all shield resistances
This is the Caldari defensive version of the combat frigates.
This is one of the slowest frigates in the game, so although powerful it can be avoided.
Do not underestimate the Merlin in close. It can easily take out Confessors, Thrashers, Sabres, Hicates, etc. at 0km.
EHP: 3,000 - 5,500 | Max MWD: ~3,500 m/sec
Bonus to Light Missile and Rocket rate of fire
Bonus to Shield Booster amount
This is the Minmatar defensive version of the combat frigates.
Good damage and fast but short range with rockets.
Could see a missile-fit Breacher, but it's rare.
EHP: 3,000 - 5,500 | Max MWD: ~4,500 m/sec
Bonus to Small Energy Turret activation cost
Bonus to Small Energy Turret damage
This is Amarr's offensive combat frigate.
Does blaster DPS at 8km. May be the strongest FW frigate in the game.
Pulse lasers also get Scorch which gives the ship an optimal of 11km with a falloff of 13km.
EHP: 2,000 - 5,000 | Max MWD: ~3,000 m/sec
Bonus to Small Hybrid Turret tracking speed
Bonus to Drone hitpoints and tracking speed
This is the Gallente offensive version of the combat frigates.
The Tristan is so versatile, it can be fitted any number of ways. The kiting fit is one of the strongest in the game.
The Tristan is a brawling-type ship that can kite.
EHP: 3,500 - 6,000 | Max MWD: ~3,000 m/sec
Bonus to Light Missile and Rocket damage
Bonus to Light Missile and Rocket max velocity
This is the Caldari offensive version of the combat frigates.
EHP: 2,000 - 4,000 | Max MWD: ~3,500 m/sec
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret falloff
This is the Minmatar offensive version of the combat frigates.
Considered to be a weak frigate now.
EHP: 2,000 - 4,000 | Max MWD: ~3,750 m/sec
Bonuses to Weapon Disruptors
Weapons Fit A: Tracking Disruptors & Drones
Disrupts turret tracking range and/or speed.
Weapons Fit B: Guidance Disruptors & Drones
Disrupts missile range and/or precision.
The ship can support light weaponry but gunnery dps is generally not a threat.
Typically they orbit at max range and keep tracking/precision disruptors and drones on the target while fleet kills them.
EHP: 2,000 - 6,000 | Max MWD: 3,750 m/sec
Bonuses to Sensor Dampeners
Weapons Fit A: Range Dampeners / Drones
Reduces the targeting range (good against logi).
Weapons Fit B: Resolution Dampeners / Drones
Slows the locking time (minutes for BSs).
The ship can support light weaponry but gunnery dps is generally not a threat.
Typically they orbit at max range and keep range dampeners and drones on the target while fleet kills them.
EHP: 1,500 - 2,000 | Max MWD: ~3,750 m/sec
Bonuses to ECM Target Jammers
Weapons Fit A: Racial ECMs / Drone
Range of 45km-55km (92km falloff).
Weapons Fit B: Multispectral ECMs / Drone
Range of 18km-40km (40-50km falloff).
The ship can support light weaponry but gunnery dps is generally not a threat.
Typically they orbit at max range and keep ECMs and drone on the target while fleet kills them.
EHP: 3,000 - 4,000 | Max MWD: ~3,750 m/sec
Bonuses to Target Painters
Weapons Fit A: Tech I TPs / Drone
Range of 50km (97km falloff).
Weapons Fit B: Tech II TPs / Drone
Range of 65km (190km falloff).
The ship can support light weaponry but gunnery dps is generally not a threat.
Typically they orbit at max range and keep targets painted and drone on a target while fleet kills them.
EHP: 5,000 - 8,000 | Max MWD: 2,500 m/sec
Bonuses to Remote Armor Repairer
LOGI Fit A: AB/Cap Recharger
LOGI Fit B: MWD/Cap Booster
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: ~7,000HP | Max MWD: ~2,500 m/sec
Bonuses to Remote Armor Repairer
LOGI Fit A: AB/Cap Recharger
LOGI Fit B: MWD/Cap Booster
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 6,000 - 8,000 | Max MWD: ~2,750 m/sec
Bonuses to Remote Shield Booster
LOGI Fit A: AB/Cap Recharger
LOGI Fit B: MWD/Cap Booster
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 4,500 - 5,500 | Max MWD: 3,300 m/sec
Bonuses to Remote Shield Booster
LOGI Fit A: AB/Cap Recharger
LOGI Fit B: MWD/Cap Booster
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 1,500 - 3,000 | Max MWD: ~3,000 m/sec
Bonuses to Probes, Salvagers and Analyzers
Weapons Fit A: Exploration.
Weapons Fit B: Combat scanning.
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 1,500 - 3,000 | Velocity: 3,500 m/sec
Bonuses to Probes, Salvagers and Analyzers
Weapons Fit A: Exploration.
Weapons Fit B: Combat scanning.
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 1,500 - 3,500 | Max MWD: ~3,250 m/sec
Bonuses to Probes, Salvagers and Analyzers
Weapons Fit A: Exploration.
Weapons Fit B: Combat scanning.
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 1,500 - 3,000 | Max MWD: ~3,250 m/sec
Bonuses to Probes, Salvagers and Analyzers
Weapons Fit A: Exploration.
Weapons Fit B: Combat scanning.
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 3,000 - 7,500 | Max MWD: ~4,250 m/sec
Bonus to Small Energy Turret optimal range
Bonus to Small Energy Turret damage
A very effective kiter/sniper with a long optimal range.
High utility slot can have a NOS used at 6k.
EHP: 3,500 - 8,000 | Max MWD: ~3,750 m/sec
Bonus to Small Hybrid Turret tracking speed
Bonus to Small Hybrid Turret damage
Comets tend to warp in at range then get on top of you.
Very high DPS with a decent tank.
EHP: 3,500 - 7,500 | Max MWD: ~3,250 m/sec
Bonus to Kinetic Light Missile and Rocket damage
Bonus to EM, Explosive and Thermal Light Missile and Rocket damage
Bonus to Light Missile and Rocket max velocity
Like a Kestrel, but with more DPS, HP and faster (3.2km MWD and 1.1km AB cold). Orbits at 9km.
Will likely use kinetic rockets due to bonus damage, but should just use proper damage type.
With dual-prop, the Hookbill is excellent at controlling range and is very dangerous.
EHP: 4,500 - 6,000 | Max MWD: ~3,500 m/sec
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret tracking speed
The Firetail is not quite as good as a Dramiel, but is much cheaper.
Very good at controlling range with a dual prop fit.
Can catch kitey ships with MWD then orbit with AB, scram and web. Deadly as it kills your tracking but not theirs.
EHP: 4,500 - 5,500 | Max MWD: ~3,000 m/sec
Bonus to Small Energy Turret damage
Bonus to Weapon Disruptor effectiveness
Penalty to Weapon Disruptor optimal range and falloff
Reduction in Weapon Disruptor activation cost and CPU requirements
The Crucifier Navy Issue is a very underrated ship. It can actually be quite good with the TDs and GDs.
Beam laser fits are possible, but rare due to cap limitations.
The Tracking Disruptor has a 10km optimal and 16km falloff, and overheated has a 71% optimal range and falloff!
EHP: 3,500 - 5,000 | Max MWD: ~3,000 m/sec
Bonus to Drone hitpoints and tracking speed
Bonus to Warp Scrambler optimum range
2+ Scramble Strength to all Warp Scramblers
Rather than dampening, the Maulus N.I. has a range/strength bonuses warp scrambler and drone bonuses.
Considered a super Tristan kitey drone boat with a scram range of 16km heated.
EHP: 3,500 - 4,000 | Max MWD: ~3,000 m/sec
Bonus to Small Hybrid Turret damage
Bonus to ECM Target Jammer strength
-85% penalty to ECM Target Jammer optimal range and falloff
-85% reduction in ECM Target Jammer activation cost and CPU requirements
Compared to the Griffin, the faction frigate has more HP, extra powergrid and twice the CPU.
The ship has a big penalty to ECM range and activation cost.
EHP: 4,000 - 7,000 | Max MWD: ~3,500 m/sec
Bonus to Rocket explosion velocity
Bonus to explosive Rocket damage
Bonus to EM, kinetic, thermal Rocket damage
50% Bonus to Stasis Webifier optimal range
The web range bonus is incredibly useful for catching kiting ships (slicers, crows, garmurs, etc.).
Common to see Nova Rage rockets to get faster, kitey frigates (think interceptors).
Typically an autocannon (or similar) in third turret top slot.
EHP: 3,000 - 6,500 | Max MWD: ~5,000+ m/sec
Reduction in Microwarpdrive signature radius penalty
Bonus to Scrambler and Disruptor optimal range
Bonus to Rocket Launcer rate of fire
Bonus to all armor resistances
80% reduction in Propulsion Jamming activation cost
Immune to bubbles
Extremely fast tackle frigate.
Can add a NOS for fleet tackle used at 5km optimum out to 7.5km.
EHP: 3,000 - 6,000 | Max MWD: ~5,000+ m/sec
Reduction in Microwarpdrive signature radius penalty
Bonus to Scrambler and Disruptor optimal range
Bonus to Small Hybrid Turret optimal range
Bonus to Small Hybrid Turret tracking speed
80% reduction in Propulsion Jamming activation cost
Immune to bubbles
Extremely fast tackle frigate.
Can add a NOS for fleet tackle used at 5km optimum out to 7.5km.
EHP: 2,500 - 5,500 | Max MWD: ~4,250 m/sec
Reduction in Microwarpdrive signature radius penalty
Bonus to Scrambler and Disruptor optimal range
Bonus to Light Missile and Rocket explosion radius
Light Missile and Rocket max velocity
80% reduction in Propulsion Jamming activation cost
Immune to bubbles
Extremely fast tackle frigate.
Can add a NOS for fleet tackle used at 5km optimum out to 7.5km.
EHP: 4,000 - 5,500 | Max MWD: ~4,750 m/sec
Reduction in Microwarpdrive signature radius penalty
Bonus to Scrambler and Disruptor optimal range
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret tracking speed
80% reduction in Propulsion Jamming activation cost
Immune to bubbles
Extremely fast tackle frigate.
Very good at controlling range with a dual prop fit.
Can add a NOS for fleet tackle used at 5km optimum out to 7.5km.
EHP: 2,000 - 4,000 | Max MWD: ~5,200+ m/sec
Reduction in Microwarpdrive signature radius penalty
Bonus to Small Energy Turret tracking speed
Reduction in Small Energy Turret activation cost
80% reduction in Propulsion Jamming activation cost
Immune to bubbles
The slingshot king going 5,200km/sec heated.
This ship can take on the Garmur and interceptors fear it.
EHP: 3,000 - 5,500 | Max MWD: ~4,250 m/sec
Reduction in Microwarpdrive signature radius penalty
Bonus to Small Hybrid Turret tracking speed
Bonus to Small Hybrid Turret damage
80% reduction in Propulsion Jamming activation cost
Immune to bubbles
The Taranis is unique of the combat interceptors to have two drones.
The ship has dual prop, damage bonus and a tracking bonus making it a strong ship.
EHP: 3,000 - 5,500 | Max MWD: ~4,500 m/sec
Reduction in Microwarpdrive signature radius penalty
Bonus to Small Hybrid Turret damage
Bonus to Small Hybrid Turret optimal range
Bonus to all shield resistances
80% reduction in Propulsion Jamming activation cost
Immune to bubbles
With shield resist bonuses, it can take quite a beating for a frigate.
The Raptor's main weakness is lack of a tracking bonus, but it can compensate with web.
With four mid slots it can pack dual prop, dual webs, EWAR such as tracking disruptors.
EHP: 2,500 - 4,500 | Max MWD: ~5,250 m/sec
Reduction in Microwarpdrive signature radius penalty
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret damage (x2)
Bonus to Small Projectile Turret tracking speed
80% reduction in Propulsion Jamming activation cost
Immune to bubbles
The Claw's strength is high damage, low signature and speed.
The Claw's weakness is lack of range control, long reload time, and no projection bonus.
Must fit armor plating for any tank which mitigates its speed.
EHP: 7,000 - 15,000 | Max MWD: ~2,250+ m/sec
Bonus to all armor resistances
Bonus to ship capacitor recharge rate
Bonus to Rocket damage
Bonus to all Light MissileandRocketLauncher rate of fire
50% reduction in Microwarpdrive signature penalty
The Vengeance is a tough ship.
The ship has a good set of bonuses. The damage and rate of fire for rockets helps the typically low DPS of rockets.
The downside is that assualt frigates are slow and there's no velocity bonus on rockets making it harder to keep up with faster targets.
EHP: 8,000 - 11,500 | Max MWD: ~2,500 m/sec
Bonus to Small Hybrid Turret optimal range
Bonus to ship drone capacity
Bonus to Small Hybrid Turret damage
Bonus to Drone hitpoints
50% reduction in Microwarpdrive signature radius penalty
The railguns is a longer-range fit with more focus on drone damage.
It's important to note that there are equally as many railgun as blaster Ishkurs. Use this as a guide for rail fits, check guns and adjust!
Don't underestimate the Ishkur. It has the turrets of an Incursus and the drone system of the Tristan!
This ship can be a brawler or scram-kiter but its weakness it slow speed.
EHP: 5,000 - 13,500 | Max MWD: ~2,500 m/sec
Bonus to Light Missile and Rocket max velocity
Bonus to Light Missile and Rocket damage
Bonus to Light Missile and Rocket Launcher rate of fire
Bonus to shield booster amount
50% reduction in Microwarpdrive signature radius penalty
While not all Hawks will have dual prop, this one is designed to provide maximum range control similar to the Hookbill.
Many Hawks are scram kite fit due to increased rocket range that reaches out to heated web range.
EHP: 6,500 - 14,000 | Max MWD: ~3,250 m/sec
Bonus to Small Projectile Turret optimal range
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret damage (x2)
Bonus to Small Projectile Turret tracking speed
50% reduction to Microwarpdrive signature radius penalty
The fastest base speed of the T2 assault frigates, although it's one of the lowest in damage.
The Jaguar can also make a good heavy tackler with a beefy tank.
Although artillery is possible, with range bonus it makes a better brawler.
EHP: 6,000 - 14,000 | Max MWD: ~2,250 m/sec
Bonus to Small Energy Turret optimal range
Bonus to Small Energy Turret damage
Bonus to Small Energy Turret activation cost
Bonus to Small Energy Turret tracking speed
50% reduction in Microwarpdrive signature radus penalty
The Vengeance is a DPS monster for its class.
The tracking bonuses allow it to use conflagration.
The downside is that assualt frigates are slow.
EHP: 6,000 - 12,000 | Max MWD: ~2,250 m/sec
Bonus to Small Hybrid Turret optimal range
Bonus to Small Hybrid Turret damage
Bonus to Small Hybrid Turret tracking speed
50% reduction in Microwarpdrive signature radus penalty
The Enyo is capable of attacking larger ships.
Using blasters, the ship can output DPS that rivals some T1 cruisers.
This ship has a strong tank, low sig, and high resistances.
EHP: 8,000 - 13,500 | Max MWD: ~2,500 m/sec
Bonus to Small Hybrid Turret optimal range
Bonus to Small Hybrid Turret damage
Bonus to Small Hybrid Turret optimal range (x2)
Bonus to all shield resistances
50% reduction in Microwarpdrive signature radus penalty
With two bonuses to optimal range, a Harpy with railguns can shoot out to 50+km.
Railgun fits do not do a lot of damage and long range targets can warp away. So you typically see blasters with higher range.
The downside is that assault frigates are slow.
EHP: 6,500 - 14,500 | Max MWD: ~3,000 m/sec
Bonus to Small Projectile Turret falloff
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret damage (x2)
Bonus to Small Projectile Turret tracking speed
50% reduction in Microwarpdrive signature radus penalty
Slower than the Jaguar.
With only two mid slots, the ship makes a poor tackler.
The Wolf has many valid fits from armor tanked autocannon brawler to long-range kiting artillery fit.
EHP: 1,750 - 4,000 | Max MWD: ~2,500 m/sec
Bonus to EM Bomb damage
Bonus to EM Torpedo damage
Bonus to Torpedo max velocity
Bonus to Torpedo explosion velocity and flight time
99.7% reduction in Torpedo launcher powergrid requirement
50% Reduction in Cloaking Devices CPU requirement
Torpedoes are used at kiting range.
Bombs are used at exactly 30km from target.
Despite bonus, it's important to use the same bomb as others in the group.
EHP: 1,750 - 2,500 | Max MWD: ~2,500 m/sec
Bonus to EM Bomb damage
Bonus to EM Torpedo damage
Bonus to Torpedo max velocity
Bonus to Torpedo explosion velocity and flight time
99.7% reduction in Torpedo launcher powergrid requirement
50% Reduction in Cloaking Devices CPU requirement
Torpedoes are used at kiting range.
Bombs are used at exactly 30km from target.
Despite bonus, it's important to use the same bomb as others in the group.
EHP: 1,750 - 2,500 | Max MWD: ~2,500 m/sec
Bonus to EM Bomb damage
Bonus to EM Torpedo damage
Bonus to Torpedo max velocity
Bonus to Torpedo explosion velocity and flight time
99.7% reduction in Torpedo launcher powergrid requirement
50% Reduction in Cloaking Devices CPU requirement
Torpedoes are used at kiting range..
Bombs are used at exactly 30km from target.
Despite bonus, it's important to use the same bomb as others in the group.
EHP: 1,750 - 4,000 | Max MWD: ~2,500 m/sec
Bonus to EM Bomb damage
Bonus to EM Torpedo damage
Bonus to Torpedo max velocity
Bonus to Torpedo explosion velocity and flight time
99.7% reduction in Torpedo launcher powergrid requirement
50% Reduction in Cloaking Devices CPU requirement
Torpedoes are used at kiting range.
Bombs are used at exactly 30km from target.
Despite bonus, it's important to use the same bomb as others in the group.
EHP: 2,250 - 4,000 | Max MWD: ~3,000 m/sec
Bonus to Cloaking Devices CPU requirements
Bonus to Core and Combat Scanner Probe strength
Bonus to Survey Probe flight time
Bonus to Rocket damage
Bonus to Relic and Data Analyzer strength
Bonus to capacitor recharge time
Weapons Fit A: Exploration.
Weapons Fit B: Combat scanning.
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 2,500 - 4,000 | Max MWD: ~3,250 m/sec
Bonus to Cloaking Devices CPU requirements
Bonus to Core and Combat Scanner Probe strength
Bonus to Survey Probe flight time
Bonus to Small Hybrid Turret damage
Bonus to Light Drone thermal damage
Bonus to Relic and Data Analyzer strength
Weapons Fit A: Exploration.
Weapons Fit B: Combat scanning.
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 2,000 - 3,250 | Max MWD: ~2,600 m/sec
Bonus to Cloaking Devices CPU requirements
Bonus to Core and Combat Scanner Probe strength
Bonus to Survey Probe flight time
Bonus to Light Missile and Rocket damage
Bonus to Light Light Missile and Rocket Launcher rate of fire
Bonus to Relic and Data Analyzer strength
Weapons Fit A: Exploration.
Weapons Fit B: Combat scanning.
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 1,750 - 2,000 | Max MWD: 3,500 m/sec
Bonus to Cloaking Devices CPU requirements
Bonus to Core and Combat Scanner Probe strength
Bonus to Survey Probe flight time
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret optimal range
Bonus to Relic and Data Analyzer strength
Weapons Fit A: Exploration.
Weapons Fit B: Combat scanning.
The ship can support light weaponry but gunnery dps is generally not a threat.
EHP: 3,500 - 5,000 | Max MWD: ~3,000 m/sec
Bonus to Energy Neutralizer and Energy Nosferatu optimal range
Bonus to Energy Neutralizer and Energy Nosferatu falloff range
Bonus to Energy Neutralizer and Energy Nosferatu drain amount
Bonus to Weapon Disruptor effectiveness
The damage output relies on drones, so DPS is fairly poor, but gives it large range.
The ships Neuts/NOS can drain as much as a medium mod with great range.
EHP: 5,500 - 8,500 | Max MWD: ~3,250 m/sec
Bonus to Warp Scrambler and Warp Disruptor optimal range
Bonus to Warp Scrambler and Warp Disruptoractivation cost
Bonus to Remote Sensor Dampener effectiveness
Reduction to Remote Sensor Dampener activation cost
The Keres is typically used for gang support as it has very low damage.
The Keres isn't great at PvP. It can tackle at a long range but EWAR doesn't help much.
EHP: ~2,000 | Max MWD: ~2,750 m/sec
Bonus to ECM Target Jammer optimal range
Bonus to ECM Target Jammer strength
Bonus to ECM Target Jammer activation cost
Bonus to ship capacitor capacity
The ship can't really PvP well, but potentially could keep you locked out and at range.
With ECMs and a required range booster in mids, it cannot tackle, point, scram or close range.
The Blackbird is much cheaper. The only benefit of the Kitsune is speed, agility and fast lock time.
EHP: 5,500 - 10,000 | Max MWD: ~3,500 m/sec
Bonus to Stasis Webifier optimal range
Bonus to Target Painter optimal range
Bonus to Target Painter effectiveness
Reduction to ship signature radius
The ship can't really fight well. It's simply best as a small gang webber for gate camps.
The Hyena's strength is fitting dual webs and dual sensor boosters to catch and slow targets quickly.
EHP: 5,000 - 20,000 | Max MWD: ~2,250 m/sec
Bonuses to Remote Armor Repairer
Bonus to armor hitpoints
LOGI Fit: Remote Armor Repairers
The ship can support light weaponry but this is almost nonexistant.
EHP: 4,000 - 12,000 | Max MWD: ~2,500 m/sec
Bonuses to Remote Armor Repairer
LOGI Fit A: AB/Cap Recharger
LOGI Fit B: MWD/Cap Booster
The ship can support light weaponry but this is almost nonexistant.
EHP: 10,500 - 16,000 | Velocity: ~2,750 m/sec
Bonuses to Remote Shield Booster
Bonus to all shield hitpoints
LOGI Fit: Remote Shield Boosters
The ship can support light weaponry but this is almost nonexistant.
EHP: 9,000 - 11,000 | Velocity: ~3,250 m/sec
Bonuses to Remote Shield Booster
Reduction in signature radius
LOGI Fit: Remote Shield Boosters
The ship can support light weaponry but this is almost nonexistant.
EHP: 4,500 - 8,000 | Max MWD: ~3,500 m/sec
Bonus to Kinetic and Thermal Missile damage
Bonus to all shield resistances
300% bonus to Light Combat Drone damage and hitpoints
There are equally as many rockets as missiles on Worms. Look at the weapons and adjust.
A web is handy for slowing down targets with MWD on that are closing to slow them and then pull range.
EHP: 4,500 - 9,500 | Max Bonused AB: ~2,400 m/sec
Bonus to Afterburner velocity bonus
Bonus Small Energy Turret tracking speed
Bonus Small Energy Turret damage
The Succubus is a tough little bug that has tremendous speed due to its AB velocity bonus.
This ship can use either beam or pulse. Most opt for beam with tracking bonuses for a bit more range.
With the tracking bonus it can use conflagration.
EHP: 5,000 - 8,000 | Max Bonused AB: ~3,000 m/sec
Bonus to Stasis Webifier range
Bonus to Energy Nosteratu and Energy Neutralizer drain amount
Bonus to Small Energy Turret damage
Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
The Cruor has an amazing ability to not only drain others' cap, but sustain itself as well with NOS.
In some cases, you may see a dual rep.
With the tracking bonus it can use conflagration.
EHP: 3,500 - 5,000 | Max MWD: ~5,000 m/sec
Bonus to Small Projectile Turret tracking speed
Bonus to Small Projectile Turret falloff
Bonus to Small Projectile Turret damage
Bonus to warp speed and warp accelerator
Being a popular ship, there are many fits. You can see an additional rocket launcher, NOS/Neut, active shield repper(s), speed mods, dual props, etc.
For a bit more DPS, a shield extender goes in the mid allowing damage booster in the low.
EHP: 3,500 - 8,500 | Max MWD: ~4,500 m/sec
200% Bonus to Small Hybrid Turret damage
Bonus to Small Hybrid Turret falloff
Bonus to Statis Webifier effectiveness
A potent ship with two turrets acting as eight with the huge hybrid turret damage bonus.
The Daredevil can Web targets to slow most ships to 10% velocity.
EHP: 4,000 - 5,500 | Max MWD: ~2,750 m/sec
Bonus to Drone hitpoints
Bonus to armor resistances
Bonus to Core and Combat Scanner Probe strength
Bonus to Relic and Data Analyzer virus strength
Utility Fit A: Drones
This ship is more often than not an explorer but still has lots of drones to defend itself.
PvP Fit B: Turrets/Drones
The Astero has two top slot hard points for turrets, but with no bonuses it still relies on drones and tank.
EHP: 5,000 - 7,500 | Max MWD: ~5,000 m/sec
Bonus to Warp Scrambler and Warp Disruptor maximum range
Bonus to missile damage
200% Bonus to missile velocity
50% penalty to missile flight time
The Garmur's long point (or scram) range and incredible speed give it kiting effectiveness.
The fast Garmur can camp gates taking on cruisers that cannot keep up nor break the long point and missile range while they're out of DPS range.
I had a +5 memory implant, but I forgot where I put it.
EHP: 4,500 - 9,000 | MWD Max: ~1,750 m/sec
Bonus to Small Energy Turret tracking speed
Bonus to Small Energy Turret activation cost
Bonus to Small Energy Turret optimal range
Good all around damage and range.
While the Cormorant rules long range and the catalyst dominates brawling range, the Coercer is king of mid-range damage.
EHP: 4,500 - 10,500 | Max MWD: ~2,000 m/sec
Bonus to Small Hybrid Turret tracking speed
Bonus to Small Hybrid Turret falloff
Bonus to Small Hybrid Turret optimal range
The blaster Catalyst may have difficulty holding an opponent at close range with no web, but if it can, it unleashes massive DPS. Good in a gang where target is already tackled and it moves in to kill.
The falloff bonus allows a typical 0km brawler to become more of a scram kiter.
EHP: 4,000 - 5,500 | Max MWD: ~1,750 m/sec
Bonus to Small Hybrid Turret tracking speed
Bonus to Small Hybrid Turret optimal range
50% Bonus to Small Hybrid Turret optimal range (x2)
This ship is better suited to PvE.
This high powergrid requirement for weapons doesn't allow for fitting MWD/Scram/Web combo.
EHP: 4,000 - 8,000 | Max MWD: ~2,000 m/sec
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret tracking speed
50% Bonus to Small Projectile Turret optimal range
This is the only destroyer with a bonus to damage making it quite a good PvP dessie.
The Thrasher is the fastest of the destroyers and AC damage output is excellent.
Shield tanked ships won't have a web yet it's more common to see MSE-fit AC Thrashers.
EHP: 5,000 - 12,000 | Max MWD: ~1,500 m/sec
Bonus to Drone hitpoints and damage
Bonus to Neut/NOS optimal range
Bonus to Neut/NOS falloff range
25%Bonus to Drone max velocity
The Dargoon is a combo drone boat and Energy neutralizer designed to cap out the enemy.
Many prefer to brawl with guns/drones/Neuts/NOS, but it makes a great scram kiter with neuts going out to 8-10km as well as having a long drone range.
EHP: 9,000 - 13,500 | Max MWD: ~1,500 m/sec
Bonus to Drone hitpoints and damage
Bonus to Drone max velocity
Bonus to Small Hybrid Turret tracking speed
"Warp to 20" is the motto of the Algos pilot. Algos is better as a scram kiter/drone boat versus a brawler despite the tank.
EHP: 4,500 - 8,500 | Max MWD: ~1,500 m/sec
Bonus to Light Missile and Rocket damage
Bonus to Light Missile and Rocket explosion velocity
50% Bonus to Light Missile and Rocket max velocity
The bonuses to velocity make it a good scram kiter using rockets, but most fit missiles due to the weak tank.
The Corax is relatively slow.
EHP: 4,000 - 6,500 | Max MWD: ~2,000 m/sec
Bonus to Light Missile and Rocket damage
50% Bonus to Light Missile and Rocket max velocity
Reduction to Microwarpdrive signature radius penalty
This is the Minmatar defensive version of the combat frigates.
This is one of the fastest dessies, making an excellent kiter.
As with most destroyers, the Talwar has great damage with fairly little tank. It makes up for it in speed.
The only destroyer with a signature reduction bonus.
EHP: 5,500 - 8,500 | Max MWD: ~2,700 m/sec
Bonus to all armor resistances
Bonus to Microwarpdrive signature radius penalty
Bonus to Light Missile and Rocket max velocity
Bonus to Light Missile and Rocket Launcher rate of fire
Dictors excel at fighting smaller ships using a large numbers of small guns and bonuses.
The velocity and rate of fire bonuses help with typically low DPS of rockets.
Heretics lack the range control of the Flycatcher. Shield-fit Heretics don't have a web.
EHP: 5,500 - 12,500 | MWD Velocity: ~2,700 m/sec
Bonus to Microwarpdrive signature radius penalty
Bonus to Small Hybrid Turret rate of fire
Bonus to Small Hybrid Turret optimal range
Bonus to Small Hybrid Turret tracking speed
Dictors excel at fighting smaller ships using a large numbers of small guns and bonuses.
The Eris four low slots favors armor and can fit damage enhancement if preferred.
What the ship lacks in speed and range control it makes up for in huge blaster DPS.
EHP: 5,500 - 9,500 | Max MWD: ~2,400 m/sec
Bonus to Microwarpdrive signature radius penalty
Bonus to Kinetic Light Missile and Rocket damage
Bonus to Light Missile and Rocket explosion radius
Bonus to Light Missile and Rocket max velocity
Dictors excel at fighting smaller ships using a large numbers of small guns and bonuses.
With five mid slots and a stronger CPU, it's able to fit dual webs similar to the the hookbill. With a web, it's able to use rage rockets.
Flycatchers can also fit dual props providing impressive range control and speed.
EHP: 5,500 - 8,500 | Max MWD: ~3,000 m/sec
Bonus to Microwarpdrive signature radius penalty
Bonus to Small Projectile Turret falloff
Bonus to Small Projectile Turret damage
Bonus to Small Projectile Turret tracking speed
Dictors excel at fighting smaller ships using a large numbers of small guns and bonuses.
The Sabre is the fastest of the dictors.
The ship has exceptional damage and range with fast tracking and falloff bonus.
EHP: 8,000 - 23,000 | Max MWD: ~2,750 m/sec
Fleet and gang support ships. Primarily known for command bursts and micro jump field generators that can jump all ships 100km forward.
Able to fit Command Burst mods
Bonus to Micro Jump Field Generator spool time
Bonuses to Armored Command and Information Command bursts
50% reduction in Microwarpdrive signature radius
50% Reduction in reactivation delay for Defender Launcher
The ship can support light weaponry but is generally not a huge threat.
EHP: 8,000 - 23,000 | Max MWD: ~2,750 m/sec
Fleet and gang support ships. Primarily known for command bursts and micro jump field generators that can jump all ships 100km forward.
Able to fit Command Burst mods
Bonus to Micro Jump Field Generator spool time
Bonuses to Armored Command and Information Command bursts
50% reduction in Microwarpdrive signature radius
50% Reduction in reactivation delay for Defender Launcher
The ship can support light weaponry but is generally not a huge threat.
EHP: 8,000 - 23,000 | Max MWD: ~2,750 m/sec
Fleet and gang support ships. Primarily known for command bursts and micro jump field generators that can jump all ships 100km forward.
Able to fit Command Burst mods
Bonus to Micro Jump Field Generator spool time
Bonuses to Armored Command and Information Command bursts
50% reduction in Microwarpdrive signature radius
50% Reduction in reactivation delay for Defender Launcher
This command dessie can hold a full rack of missile/rocket launchers for volley DPS up to 1,000.
EHP: 8,000 - 23,000 | Max MWD: ~3,250 m/sec
Fleet and gang support ships. Primarily known for command bursts and micro jump field generators that can jump all ships 100km forward.
Able to fit Command Burst mods
Bonus to Micro Jump Field Generator spool time
Bonuses to Armored Command and Information Command bursts
50% reduction in Microwarpdrive signature radius
50% Reduction in reactivation delay for Defender Launcher
This command dessie can hold a full rack of missile/rocket launchers for volley DPS up to 1,000.
EHP: 6,000 - 8,000 | Max MWD: ~1,500 m/sec
Bonus to Small Energy Turret damage
Bonus to Small Energy Turret damage (x2)
Bonus to Small Energy Turret activation cost
Bonus to reduction in module heat damage taken
33.3% bonus to all armor resistances
33.3% reduction in ship signature radius
66.6% bonus to Afterburner and Microwarpdrive speed
33.3% bonus to ship inertia modifier
66.6% bonus to Small Energy Turret optimal range
33.3% bonus to Small Energy Turret damage
100% bonus to sensor strength and targeting range
66.6% increased resistances against hostile Sensor Dampeners and Weapon Disruptors
Very high damage, speed and projection with the three modes.
Use Aurora when approaching outside point range. Use Standard or Multifrequency crystals in prop mode, Gamma in sharpshooter mode and against slower targets (cruisers), and use Gleam if you get tackled.
Do not use defensive mode as it's typically not worth it (use prop mode to mitigate damage).
EHP: 7,500 - 13,500 | Max MWD: ~1,600 m/sec
Bonus to Small Hybrid Turret rate of fire
Bonus to Small Hybrid Turret damage
Bonus to Small Hybrid Turret tracking speed
Bonus to reduction in module heat damage taken
33.3% bonus to all hull resistances
33.3% reduction in armor repairer duration
66.6% bonus to Microwarpdrive speed boost and reduction in Microwarpdrive capacitor use
66.6% bonus to ship inertia modifier
66.6% bonus to Small Hybrid Turret optimal range
33.3% bonus to Small Hybrid Turret damage
100% bonus to sensor strength and targeting range
66.6% increased resistances against hostile Sensor Dampeners and Weapon Disruptors
Very high damage, speed and projection with the three modes.
Use Void at close range ideally, or against brawlers can increase range/orbit with Null.
Do not use defensive mode as it's typically not worth it (use prop mode to mitigate damage).
EHP: 7,000 - 9,500 | Max MWD: ~1,500 m/sec
3% Bonus to Rocket and Light Missile Launcher rate of fire
15% Bonus to Missile Launcher reload time
5% reduction in heat damage generated by modules
33% bonus to Rocket and Light Missile damage
95% reduction in Scan Probe Launcher CPU requirements
33.3% bonus to all shield resistances
33.3% reduction in ship signature redius
33.3% bonus to max velocity
66.6% bonus to ship inertia modifier
66.6% bonus to Rocket and Light Missile velocity
33.3% bonus to Rocket and Light Missile damage
100% bonus to sensor strength and targeting range
66.6% increased resistances against hostile Sensor Dampeners and Weapon Disruptors
Very high damage, speed and projection with the three modes.
Do not use defensive mode as it's typically not worth it (use prop mode to mitigate damage).
EHP: 15,000 - 26,000 | Max MWD: ~0,000 m/sec
5% Bonus to Small Projectile Turret damage
10% Bonus to Small Projectile Turret optimum range
5% reduction in module heat damage taken
33.3% bonus to all shield and armor resistances
66.6% reduction in Microwarpdrive signature radius penalty
66.6% bonus to Afterburner and Microwarpdrive speed
33.3% bonus to ship inertia modifier
33.3% bonus to Small Projectile Turret tracking
33.3% bonus to Small Projectile Turret damage
66.6% increased resistances against hostile Sensor Dampeners and Weapon Disruptors
High damage, speed and projection with the three modes.
Do not use defensive mode as it's typically not worth it (use prop mode to mitigate damage).
EHP: 11,000 - 30,000 | Max MWD: ~2,400 m/sec
Bonus to Medium Energy Turret activation cost
Bonus to Medium Energy Turret rate of fire
With six low slots, the Omen is naturally tank fit. However you can shield tank it for more damage mods in the lows
The ship doesn't have stellar DPS, but it has good damage application.
The Omen has a wide range by switching crystals, and it excels at skirmishing (20-30km).
EHP: 15,000 - 52,000 | Max MWD: ~1,850 m/sec
Bonus to Medium Hybrid Turret damage
Bonus to Drone hitpoints, damage and mining yield
The Vexor is a highly versatile ship with many fits ranging from brawler to kiting ship.
Drones provide most of the damage, but weapons are not to be underestimated. With 125m³ of bandwidth and a large cargo bay, a wide range of drones can be used.
Rather than guns, Vexors can fit four slots full of Neut/NOS mods.
EHP: 15,000 - 35,000 | Max MWD: ~1,900 m/sec
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile launcher rate of fire
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
Use rapid lights for smaller targets, HAM for a combo of smaller and larger targets, and HML for larger targets.
With recent changes in HAMs, it makes the Caracal very versatile. Typically you overheat your MWD, burn away to 20-30km and kite targets.
The basic goal of any Caracal is to keep from getting scrammed at all costs. Try to hit smaller, faster ships first, then go for the bigger ships.
EHP: 10,000 - 25,000 | Max MWD: ~2,600 m/sec
Bonus to Medium Projectile Turret rate of fire
Bonus to Medium Projectile Turret falloff
The Stabber has a very high base speed, but at the expense at almost everything else (it's a weak cruiser).
Brawling Stabbers are very common as kiting stabbers cannot compete with rapid light missile cruisers.
Neuts tend to be the better choice for additional high slots, but rapid light missiles are common.
EHP: 30,000 - 105,000 | Max MWD: ~1,250 m/sec
Bonus to Medium Energy Turret damage
Bonus to all armor resistances
The toughest T1 cruiser, bar none.
The Maller is very slow and best suited to heavy tackle
EHP: 11,500 - 33,000 | Max MWD: ~2,250 m/sec
Bonus to Medium Hybrid Turret damage
Bonus to Medium Hybrid Turret tracking speed
The Thorax is a gunboat designed to use blaster hybrid turrets
With a fairly weak tank, it's often primaried. So, join the battle late.
You won't catch smaller ships, so burn away and warp to your tackle.
EHP: 16,000 - 38,500 | Max MWD: ~1,500 m/sec
Bonus to Medium Hybrid Turret damage
Bonus to all shield resistances
The PvP Moa is typically blaster fit.
The Moa can be fit with rail guns and used for kiting.
One of the slowest shield cruisers.
EHP: 20,000 - 40,000 | Max MWD: ~2,000 m/sec
Bonus to Medium Projectile Turret rate of fire
Bonus to Medium Projectile Turret damage
While neither the tankiest or gankiest of cruisers, it is an exceptionally strong all-rounder.
Due to the wide range of fittings, it's best to look at their guns to identify the fit.
Armor tanked Ruptures, while slower, provide better range control with scram and web(s).
EHP: 10,000 - 40,000 | Max MWD: ~1,750 m/sec
Bonus to Weapon Disruptor effectiveness
Bonus to Drone hitpoints, damage and mining yield
The Arbitrator is generally considered the worst Amarr cruiser in terms of DPS and tank.
The ship can deal damage as a drone boat or serve as an EWAR platform.
While they can be used to solo, they're most often used as a powerful gang support/EWAR ship.
EHP: 15,000 - 42,000 | Max MWD: ~2,000 m/sec
Bonus to Remote Sensor Dampener effectiveness
Bonus to Remote Sensor Dampener optimal range and falloff
Due to being able to effectively take out logi and other ships, expect to be primaried. Arrive on grid after others.
The ship has very limited combat ability even with a full flight of (unbonused) drones.
A combination of sensor resolution dampeners and EC-300 can hold off a would be enemy such as an interceptor.
EHP: 10,000 - 34,000 | Max MWD: ~1,500 m/sec
Bonus to ECM Target Jammer strength
Bonus to ECM Target Jammer optimal range and falloff
The Blackbird is the weakest EWAR ship in terms of raw combat ability
Some pilots forgo launchers for smartbombs.
Blackbirds work best with lots of tactical bookmarks. Never engage outside 150km.
EHP: 12,500 - 35,000 | Max MWD: ~2,000 m/sec
Bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
Bonus to Target Painter effectiveness
The Bellicose can actually double up as a damage dealer with bonuses to missiles.
Three target painters can increase the signature of a cruiser by 160%, or the size of a battleship.
The ship is a good anti-frigate platform with rapid light missiles and a full flight of light drones.
EHP: 17,000 - 32,500 | Max AB: ~600 m/sec
Bonus to Remote Armor Repairer amount
Bonus to Remote Armor Repairer activation cost
Bonus to Remote Capacitor Transmitter range
Bonus to Remote Capacitor Transmitter transfer amount
Bonus to Remote Armor Repairer optimal range and falloff
LOGI Fit: Remote Armor Repairers and Cap Transfers
The ship can support weaponry, but this is almost nonexistant.
EHP: 15,000 - 32,000 | Max MWD: ~1,850 m/sec
Bonus to Remote Armor Repairer amount
Reduction to Remote Armor Repairer activation cost
Bonus to Remote Capacitor Transmitter optimal range and falloff
Bonus to Logistic Drone transfer amount
LOGI Fit: Remote Armor Repairers
The ship can support weaponry, but this is almost nonexistant.
EHP: 23,000 - 34,000 | Velocity: ~1,800 m/sec
Bonus to Remote Shield Booster amount
Reduction in Remote Shield Booster activation cost
Bonus to Remote Capacitor Transmitter range
Bonus to Remote Capacitor Transmitter transfer amount
Bonus to Remote Shield Booster optimal range and falloff
LOGI Fit: Remote Shield Boosters
The ship can support light weaponry but this is almost nonexistant.
EHP: 10,000 - 35,000 | Velocity: ~2,150 m/sec
Bonus to Remote Shield Booster amount
Reduction in Remote Shield Booster activation cost
Bonus to Remote Shield Booster range and falloff
Bonus to Logistic Drone transfer amount
LOGI Fit: Remote Shield Boosters
The ship can support weaponry, but this is almost nonexistant.
EHP: 13,500 - 16,500 | Max MWD: ~2,500 m/sec
Bonus to Medium Energy Turret damage
Bonus to Medium Energy Turret optimal range
The ONI arguably possesses the best turret-based projection of any non-pirate T1 cruiser.
This ship is like an oversized Imperial Navy Slicer with a whopping 35km optimal range.
A weak tank makes getting scrammed and webbed very dangerous for the Omen Navy Issue
EHP: 22,000 - 55,000 | Max MWD: ~1,900 m/sec
Bonus to Drone max velocity and tracking speed
Bonus to Drone hitpoints and damage
Highest damage output of the navy/fleet issue cruisers.
Two turrets for weapons, but can be fit with full Neuts/NOSs.
The Vexor is a very versatile fit, which can be anything from a sniper to a brawler.
Quite a few pilots are now fitting drone damage mods in the lows and shield tanking.
EHP: 25,000 - 48,500 | Max MWD: ~2,000 m/sec
Bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
Bonus to Heavy Missile and Heavy Assault Missile explosion radius
The Caracal Navy Issue is the little brother of the Cerberus and is seldom used as it's more expensive than the Caracal with less survivability.
The ship can come in a HAM and HML variants with the HAM version reaching out to upwards of 50km but are light in the tank department.
In the end, the navy caracal is just a faster Cerberus with less range and less tank.
EHP: 20,000 - 45,000 | Max MWD: ~2,500 m/sec
Bonus to Medium Projectile Turret rate of fire
Bonus to Medium Projectile Turret tracking speed
The Stabber Fleet Issue is a powerful ship, mixing attributes of the vagabond with those of the hurricane.
This ship is one of the fastest cruisers and, a 40m3 drone bay and great bonuses - rate of fire and tracking - with autocannons already having good tracking.
A shield-fit Stabber F.I. is one of the more fragile cruisers but still has almost double the tank of a Stabber. The armor tanked Stabber is quite strong.
EHP: 75,000 - 140,000 | Max MWD: ~1,300 m/sec
Bonus to Medium Energy Turret damage
Bonus to ship armor hitpoints
The Augoror Navy Issue is slow but it's faster than it's little brother, the Maller. It also does more damage.
This ship is used quite frequently as bait because it can buffer its tank up to 140K EHP, outtanking most battlecruisers.
EHP: 13,000 - 42,000 | Max MWD: ~2,400 m/sec
Bonus to Medium Hybrid Turret damage
Bonus to Medium Hybrid Turret rate of fire
Normally not considered worth the extra ISK over a Thorax, the Exequror N.I. does have higher speed.
A shield tanked Exequror ship is very uncommon and fragile, and sometimes you do see some hull-tanked fits.
The key to using the ship is to use it's speed to close range quickly. Stay out of blaster range to avoid it.
EHP: 20,000 - 28,500 | Max MWD: ~2,400 m/sec
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile damage
Bonus to EM, explosive, thermal Light Missile, Heavy Missile and Heavy Assault Missile damage
Higher Bonus to Kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage
The Osprey Navy Issue is a shield-tanked missile cruiser that's sigficantly faster than the Caracal.
The missile boat can use a full set of light drones and has bonused kinetic missile damage.
EHP: 16,500 - 37,500 | Max MWD: ~2,800 m/sec
Bonus to Medium Projectile Turret rate of fire
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile damage
The Scythe Fleet Issue very fast ship - it's marginally slower than the T1 Stabber, with excellent agility.
EHP: 14,000 - 39,000 | Max MWD: ~1,700 m/sec
Bonus to Weapon Disruptor effectiveness
Bonus to Drone hitpoints and damage
Bonus to Energy Nosferatu and Energy Neutralizer optimal range
Bonus to Energy Nosferatu and Energy Neutralizer falloff range
Bonus to Energy Nosferatu and Energy Neutralizer drain amount
This Combat Recon is the undisputed king of capacitor warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range.
Although the Curse can be armor tanked, due to only four low slots and six mid slots, it's typically shield tanked.
The downsides of the Curse are a relatively weak tank and only moderate drone damage.
EHP: 26,000 - 50,000 | Max MWD: ~2,200 m/sec
Bonus to Medium Hybrid Turret tracking
Bonus to Remote Sensor Dampener effectiveness
Bonus to Warp Scrambler and Warp Disruptor optimal range
Bonus to Medium Hybrid Turret optimal range
The Lachesis is almost solely built for fleet work. If you find a solo Lachesis, look for a fleet behind it (or easily kill it).
It is possible to armor fit a Lachesis for more sensor boosters, but this is extremely rare. Extra mids can fit a stribg shield tank.
Occasionally you will see a missile-fit Lachesis, a smartbomb fit Lachesis, and many often carry a cyno.
EHP: 17,000 - 25,000 | Max MWD: ~1,850 m/sec
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile kinetic damage
Bonus to Heavy Missile and Heavy Assault Missile max velocity
Bonus to ECM Target Jammer activation cost
Bonus to ECM Target Jammer strength
While not as popular at the Falcon for a pure ECM role, the rook is incredibly powerful as it combines features of the Cerberus (missile range and damage).
The Rook also has excellent targeting range, scan resolution and sensor strength, and has the tank almost as strong as the Cerberus.
Much of the time the ship is used in small gangs where having another ship contributing dps is potentially more useful than just having a dedicated ECM ship.
EHP: 30,000 - 45,000 | Max MWD: ~1,600 m/sec
Bonus to Medium Projectile Turret rate of fire
Bonus to Medium Projectile Turret damage
Bonus to Target Painter effectiveness
Bonus to Stasis Webifier optimal range
The Huginn is a common feature in almost all shield tanked gangs, prized for its ability to web targets at a greater range than any other ship in the game (40k t2, up to 60k faction).
EHP: 22,000 - 65,000 | Max MWD: ~1,850 m/sec
Bonus to Energy Nosferatu and Energy Neutralizer drain amount
Bonus to Energy Nosferatu and Energy Neutralizer optimal range
Bonus to Energy Nosferatu and Energy Neutralizer falloff range
Bonus to Weapon Disruptor effectiveness
Bonus to Drone hitpoints and damage
This Force Recon is the 'U-Boat' of EVE. Able to select, stalk, and engage its targets at will without them knowing until too late, it is the ultimate solo recon if you seek a slow and deliberate way of delivering death.
The Pilgrim and Curse share the neut amount bonus together with the TD and Drone bonus, but the neut range bonus is reduced in favour of the Force recon covert ops cloak bonus.
The ship is generally designed to get in close, demolish the cap of its opponent, and then go to work with its drones while the TD mitigates damage from turret ships.
EHP: 13,000 - 55,000 | Max MWD: ~1,700 m/sec
Bonus to Warp Scrambler and Warp Disruptor optimal range
Bonus to Remote Sensor Dampener effectiveness
Bonus to Medium Hybrid Turret damage
Bonus to Cloaking Devices CPU requirement
The Arazu can combine its long-range point with sensor range damping to bring an enemy's lock range down below the Arazu's point range, allowing it to hold an enemy and render them unable to do anything about it.
On top of this already potent combination is the ability of the ship to warp in while cloaked so it can get in to position and do it with little warning.
The Arazu is most often used as either a long-range point during mixed fleet ops or initial point during covert fleets, but it can be used solo PVP ship as well but suffers from negligible damage.
EHP: 10,000 - 23,000 | Max MWD: ~1,575 m/sec
Bonus to ECM Target Jammer activation cost
Bonus to ECM Target Jammer strength
Bonus to Medium Hybrid Turret damage
Bonus to Cloaking Devices CPU requirement
The Falcon lacks the ECM range bonus of the blackbird, but has a superior jam strength bonus. It also features an additional mid slot and significantly improved targeting range, removing the need to spend a mid slot on a sensor booster as the blackbird does.
While the ship has a medium hybrid damage bonus, this is often ignored in favor of utility modules or anti-drone weapons in the high slots, since the falcon's damage is negligible at best.
A falcon's primary defense is to pre-align and decloak at optimal jammer range, do its work and warp out and recloak if targeted by more than it can handle with its jammers.
EHP: 25,000 - 46,500 | Max MWD: ~2,175 m/sec
Bonus to Stasis Webifier optimal range
Bonus to Target Painter effectiveness
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile damage
Bonus to Cloaking Device CPU requirement
Alongside its non cloaking brother, the Huginn, the Rapier is a common feature in almost all shield tanked gangs, prized for its ability to web targets at a greater range than any other ship in the game (40k T2, up to 60k faction).
Rapiers are typically shield tanked with two slots for shields, two for webs, one for point and one for MWD, although a lot of variations do exist. Some may drop a point or web for a gang-support target painter.
More than the other force recons, the ship does tend to add missile launchers to its top slots along with a mix of medium and light drones.
EHP: 18,000 - 77,000 | Max MWD: ~1,750 m/sec
Bonus to Medium Energy Turret activation
Bonus to Medium Energy Turret rate of fire
Bonus to Medium Energy Turret optimal range
Bonus to Medium Energy Turret damage
The Zealot is known as a good all round HAC. Its optimal range bonus is easy to convert to a damage bonus due to the good optimal of lasers and instant crystal switching.
The optimal bonus is usually put to use with pulse lasers loaded with T2 Scorch ammunition to have good damage at a very respectable optimal range, but also makes it suitable for fitting as a sniper.
With 7 low slots it is designed to be armor tanked, and can still fit several damage modules. Variations for lows may include enhancements to range and speed and giving up tank to be fast and snipey.
EHP: 12,000 - 57,000 | Max MWD: ~1,550 m/sec
Bonus to Heavy Drone max velocity and tracking speed
Bonus to Light, Medium, Heavy and Sentry Drone hit points and damage
5000m Bonus to Drone operation range
Bonus to Sentry Drone optimal range and tracking speed
50% reduction to Microwarpdrive radius penalty
One of the best cruiser class ships, the Ishtar can deal some serious damage with drones with a good tank. The Ishtar has the bandwidth to field a full flight of heavy or sentry drones, and it has a 375m3 drone bay, allowing it to carry several different drone flights.
Without refitting, the Ishtar can deploy sentry drones and snipe, or heavy drones and brawl up close, while carrying light and medium drones to deal with smaller ships.
The ability to deal damage at good range without using high slots allows you to fit Neuts to combat tacklers that manage to get a grip on you.
EHP: 15,000 - 60,000 | Max MWD: ~1,600 m/sec
Bonus to Medium Hybrid Turret optimal range
Bonus to Medium Hybrid Turret optimal range (x2)
Bonus to Medium Hybrid Turret damage
Bonus to all shield resistances
50% reduction in Microwarpdrive signature radius penalty
A sniping-fit Eagle can achieve optimal ranges of over 200km!
This comes at a price - with only one damage bonus, the eagle's damage output is noticeably lower than that of the Muninn and Zealot.
Most people expect a long-range sniper, so more people are fitting blasters.
EHP: 23,000 - 36,500 | Max MWD: ~2,000 m/sec
Bonus to Medium Projectile Turret rate of fire
Bonus to Medium Projectile Turret damage
Bonus to Medium Projectile Turret optimal range
Bonus to Medium Projectile Turret tracking speed
50% reduction in Microwarpdrive signature radius penalty
95% of the time, the Muninn is fit for sniping - that means 720mm artillery (for maximum range, and most importantly maximum alpha strike), and a fragile tank if any at all.
Damage at this range is fairly average for a sniping HAC - nothing terrific but enough to be more than just a nuisance alone, or a very significant threat if in a group.
Perhaps the most significant point regarding the muninn however is its alpha strike - typically between 1.5 and 2k per ship with tremor, or potentially upwards of 3k with close range ammo (which incidentally can still hit out to around 30km optimal with the same again as falloff).
EHP: 20,000 - 86,000 | Max MWD: ~1,600 m/sec
Bonus to Heavy Missile and Heavy Assault Missile damage
Bonus to Heavy Missile and Heavy Assault Missile max velocity
Bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
Bonus to all armor resistances
50% reduction in Microwarpdrive signature radius penalty
When it comes to damage output the Sacrilege is capable, with comparable on paper DPS, to the Zealot albeit with the shorter maximum range of about 30km. It is somewhat overshadowed by everyone's favorite (or least favorite) missile boat - the Drake.
The Sacrilege performs admirably whether flown solo or in a fleet, able to fit either dual reps to tank as much damage as it dishes out (usually used for solo ops) or a buffer tank to maximize survivability when primaried (fleet). The ship has strong cap regen and plenty of mid slots to enable cap boosters.
In much the same way as the Vengeance, the active tanked Sacrilege is where its capabilities really tend to shine. It will generally be cap stable with a single medium rep, and with dual reps it can quite easily tank the DPS output of an equivalent ship or a small gang of frigates - at least until it runs out of cap boosters.
EHP: 23,000 - 50,000 | Max MWD: ~1,950 m/sec
Bonus to Medium Hybrid Turret damage
Bonus to Medium Hybrid Turret damage (x2)
Bonus to Medium Hybrid Turret falloff
Bonus to Armor Repairer amount
50% reduction in Microwarpdrive signature radius penalty
A logical progression of the Thorax, the Deimos is designed as a hybrid turret (blasters and rails) boat. It can fit a Microwarpdrive and burn towards the enemy to melt them at close range, or it can use its considerable speed and MWD bonus to kite enemies.
The Deimos has enjoyed new life as a kiting ship with 250mm Railguns - replacing the Talos for some due to its enhanced speed and tank paired with comparable DPS at the ~20-30km engagement ranges common for kiting ships.
The weakness of the Deimos is in its inflexbility. While other HACs can make use of their speed and range to shape engagements in their favour, the Deimos really only has one modus operandi - get in close and fire everything it's got until something dies
EHP: 26,000 - 65,000 | Max MWD: ~1,750 m/sec
Bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile max flight time
Bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile rate of fire
50% reduction in Microwarpdrive signature radius penalty
No other HAC can deal as much damage as the Cerberus at the same ranges. The only downside is the missile delay while traveling to apply the damage.
The Cerberus is a missile ship with extended range. It is normally equipped with heavy missiles and can sling them at a very impressive range.
Heavy assault missile fits are also viable for solo and small gang pvp work, with the hull bonus making the range on HAMs more reasonable.
EHP: 12,500 - 42,000 | Max MWD: ~2,700 m/sec
Bonus to Medium Projectile Turret rate of fire
Bonus to Medium Projectile Turret falloff
Bonus to Medium Projectile Turret damage
Bonus to Shield Booster amount
50% reduction in Microwarpdrive signature radius penalty
The Vagabond is the fastest cruiser in the game. It is bonused for autocannons, which between its velocity and falloff bonuses it has no trouble getting in to range with.
The naturally good tracking on autocannons means the vagabond can make short work of frigates as well as cruisers, making the vagabond a popular HAC for solo pvp. The relatively low grid on the Vagabond makes artillery difficult to fit.
Catch it up close with a scram, and it loses range/speed advantages; suddenly the Vagabond is just a particularly expensive T1 cruiser with a little bit of extra damage ouput and a slightly stronger tank.
EHP: 163,000 - 181,000 | Max MWD: ~1,600 m/sec
Bonus to Medium Energy Turret activation cost
Bonus to Medium Energy Turret damage
Bonus to Medium Energy Turret optimal range
Bonus to Warp Disruption Field Generator scramble range
20% bonus to all armor resistances
The Devoter is the Amarr Heavy Interdiction Cruiser. It is designed to be heavily armor tanked, and has a large number of low slots and a hull bonus to help this.
The main purpose of the Devoter is to carry the Warp Disruption Field Generator module, which produces a warp disruption bubble around the ship.
The Devoter is the heavy interdictor able to fit the largest raw buffer tank, because it is armor tanked and has more low slots than the Gallente Phobos. Because of this it the preferred armor HIC for tackling capitals in null sec.
EHP: 42,000 - 166,000 | Max MWD: ~1,500 m/sec
Bonus to Medium Hybrid Turret rate of fire
Bonus to Medium Hybrid Turret tracking speed
Bonus to Medium Hybrid Turret optimal range
Bonus to Warp Disruption Field Generator scramble range
20% bonus to all armor resistances
The Phobos is the Gallente Heavy Interdictor. It is designed to be heavily armor tanked, and has a large number of low slots and a hull bonus to help this.
The main purpose of the Phobos is to carry the Warp Disruption Field Generator module, which produces a warp disruption bubble around the ship.
The Phobos is often used in low sec gate camps to tackle ships that are equipped with warp core stabilisers due to its extra mid allowing it to carry an extra sensor booster.
EHP: 82,000 - 117,000 | Max MWD: ~1,500 m/sec
Bonus to kinetic Light Missile, Heavy Missile and Heavy Assault Missile damage
Bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
Bonus to Light Missile, Heavy Missile and Heavy Assault Missile max velocity
Bonus to Warp Disruption Field Generator scramble range
20% bonus to all shield resistances
The Onyx is the Caldari Heavy Interdictor. It is designed to be heavily shield tanked, and has a large number of mid slots and a hull bonus to help this.
The main purpose of the Onyx is to carry the Warp Disruption Field Generator module, which produces a warp disruption bubble around the ship.
While the armor tanked Devoter can field a larger tank in terms of raw EHP, a shield tank benefits from passive regeneration, which is important because a HIC using a Warp Disruption Field Generator cannot be remotely repaired and the passive regeneration over the duration of a bubble cycle can amount to tens of thousands of EHP.
EHP: 45,000 - 120,000 | Max MWD: ~1,600 m/sec
Bonus to Medium Projectile Turret rate of fire
Bonus to Medium Projectile Turret damage
Bonus to Medium Projectile Turret falloff
Bonus to Warp Disruption Field Generator scramble range
20% bonus to all shield resistances
The Broadsword is the Minmatar Heavy Interdiction Cruiser. It is designed to be heavily shield tanked, and has a large number of mid slots and a hull bonus to help this.
The main purpose of the Broadsword is to carry the Warp Disruption Field Generator module, which produces a warp disruption bubble around the ship.
While the armor tanked Devoter can field a larger tank in terms of raw EHP, a shield tank benefits from passive regeneration, which is important because a HIC using a Warp Disruption Field Generator cannot be remotely repaired and the passive regeneration over the duration of a bubble cycle can amount to tens of thousands of EHP.
EHP: 40,000 - 65,000 | Max Afterburner: ~600 m/sec
Bonuses to Remote Armor Repairer
Bonuses to Remote Capacitor Transmitter
Bonus to Logistic Drone transfer amount
Bonus to armor hitpoints
LOGI Fit: Remote Armor Repairers
The ship can support weaponry but this is almost nonexistant.
EHP: 40,000 - 65,000 | Max Afterburner: ~600 m/sec
Bonuses to Remote Armor Repairer
Bonuses to Remote Tracking Computer
Bonus to Logistic Drone transfer amount
Bonus to armor hitpoints
LOGI Fit: Remote Armor Repairers
The ship can support weaponry but this is almost nonexistant.
EHP: 40,000 - 65,000 | Max Afterburner: ~600 m/sec
Bonuses to Remote Armor Repairer
Bonuses to Remote Capacitor Transmitter
Bonus to Logistic Drone transfer amount
LOGI Fit: Remote Shield Boosters
The ship can support weaponry but this is almost nonexistant.
EHP: 40,000 - 65,000 | Max Afterburner: ~600 m/sec
Bonuses to Remote Armor Repairer
Bonuses to Remote Tracking Computer
Bonus to Logistic Drone transfer amount
LOGI Fit: Remote Shield Boosters
The ship can support weaponry but this is almost nonexistant.
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 22,000 - 80,000 | Max MWD: ~1,850 m/sec
Bonus to kinetic and thermal missile damage
Bonus to all shield resistances
500% Bonus to Medium Combat Drone damage and hitpoints
The Gila is a cruiser with the ability to field two medium drones that do the damage of 12, with a large enough drone bay to carry extra flights and replacements.
With its bonus to shield resistances and a respectable 6 mid slots it can fit a very impressive shield tank for its size.
The thermal/kinetic missile bonus applies to all missile weapons from rockets to cruise missiles.
EHP: 18,000 - 40,000 | Max AB: ~3,000 m/sec
Bonus to Afterburner velocity bonus
Bonus to Medium Energy Turret tracking speed
Bonus to Medium Energy Turret damage
The Phantasm has a large damage bonus to lasers and has an abundance of midslots to fit a shield tank.
Unlike the Succubus, you can actually do something about the cap issues you would normally run into fitting both lasers and shields.
The utility high allows for equipping a Nosferatu or Energy Neutralizer module.
EHP: 18,000 - 65,000 | Max MWD: ~2,100 m/sec
Bonus to Stasis Webifier range
Bonus to Energy Nosferatu and Energy Neutralizer drain amount
Bonus to Medium Energy Turret damage
The Ashimmu is an unusual ship, and the only faction cruiser to receive its main bonuses towards EWAR.
Most Ashimmu pilots will attempt to get closer in order to bring their neuts to bear - the bonus is only to drain amount not to range, so it still has the usual 12km range on medium neuts.
While its 90% web still presents a significant danger, it doesn't take much to simply kite the Ashimmu and pick it apart from range.
EHP: 17,000 - 32,000 | Max MWD: ~2,800 m/sec
Bonus to Medium Projectile Turret falloff
Bonus to Medium Projectile Turret damage
Bonus to Medium Projectile Turret rate of fire
Bonus to warp speed and warp acceleration
The Cynabal is one of the fastest cruisers available, and as such it gets a good deal of use in PvP.
It is bonused for projectile weapons, and Autocannons fits are common because to its falloff bonus.
Artillery fits are also effective due to the cynabal's ability to kite almost anything.
EHP: 20,000 - 52,000 | Max MWD: ~2,100 m/sec
Bonus to Medium Hybrid Turret damage
Bonus to Medium Hybrid Turret falloff
Bonus to Stasis Webifier effectiveness
The Vigilant is capable of immense damage dealing thanks to its role bonus, as well as having an incredibly powerful web that can bring an enemy close to a dead stop.
Unfortunately, as with the other Serpentis ships, its cost is very high even when compared to other pirate faction ships.
One of the best damage outputs of any cruiser (only the shield tanked navy vexor is capable of outdamaging it).
EHP: 16,000 - 69,000 | Max MWD: ~1,500 m/sec
Bonus to Drone hitpoints and damage
Bonus to all armor resistances
Bonus to Medium Energy Turret optimal range
Bonuses to probing, hacking and cloaking
The Stratios has bonuses to drones and armor resists, the largest drone bay available in the cruiser class, and the ability to fit a Covert Ops Cloak and Covert Cynosural Field Generator.
The Stratios is primarily designed as a cloaky exploration ship, with a particular emphasis on extended operation away from stations.
The main benefit of the Stratios, other than its cruiser-sized cargo hold is its ability to field a tank just strong enough to survive the explosion of a ghost site container (and the subsequent onslaught of faction cruisers).
EHP: 14,000 - 44,000 | Max MWD: ~2,800 m/sec
Bonus to warp scrambler and warp disruptor maximum range
Bonus to missile damage
200% bonus to missile velocity
50% bonus to missile flight time
The Orthrus is primarily focused on missiles, however it also features a 25 m3 drone bay, and 25 mbps bandwidth, enabling it to fit a full flight of light drones
It also deals 75% more missile damage at Caldari Cruiser V (compared with an unbonused missile ship), and its role bonus causes its missiles to have not only 50% greater range, but to fly at triple speed, mitigating the "delayed damage" problem that missiles often have in PvP.
Orthrus was designed as a fast skirmishing cruiser, thus many are fitting the Orthrus with Light Missile Launchers or Rapid Light Missile Launchers, although some are taking advantage of the excellent missile damage bonus from Caldari Cruiser V and fitting Heavy Missile Launchers for large amounts of alpha damage.
I had a +5 memory implant, but I forgot where I put it.
EHP: 40,000 - 140,000 | Max MWD: ~1,300 m/sec
Bonus to Drone hitpoints and damage
Bonus to Drone microwarp velocity
Bonus to all armor resistances
Bonus to Command Burst area of effect range
The Prophecy is a battlecruiser droneboat. It also has a bonus to armor resistances rather than the Myrmidon's bonus to repair amount.
AThe Prophecy has no bonus to any weapon system other than drones and it has both turret and launcher slots. This allows it free choice of weaponry, but it won't do stellar damage with any of them, so a valid choice is also to forego weapons in some or all of the highs in favour of NOSes or energy neutralizers or utility modules.
As the Prophecy has bonus to armour resistance and seven low slots, it is more likely to be armour tanked than shield tanked.
EHP: 35,000 - 90,000 | Max MWD: ~1,400 m/sec
Bonus to Medium Hybrid Turret damage
Bonus to Medium Hybrid Turret optimal range and falloff
Bonus to Armor Repairer amount
50% bonus to Command Burst area of effect range
In PvP, the Brutix is normally blaster fit and shield tanked, making it maneuverable and able to do outstanding DPS if it can get in to range of its target.
Brutixes are also frequently railgun fit and hull tanked for PVP and are good for baiting in hull tanked fits.
In PvE the Brutix is normally passed over in favor of its sister the Myrmidon.
EHP: 35,000 - 90,000 | Max MWD: ~1,250 m/sec
Bonus to Medium Hybrid Turret damage
Bonus to Medium Hybrid Turret optimal range
Bonus to Medium Hybrid Turret optimal range (x2) and falloff
50% bonus to Command Burst area of effect range
More oriented towards PvP combat than PvE, the Ferox is a very capable ship in both solo and fleet PvP.
The Ferox is most known for its high DPS and decent tank and its ability to be either a close range blaster brawler or a kiting rail ship.
The ferox is very commonly underestimated, making it surprisingly successful as a solo PVP vessel.
EHP: 27,000 - 80,000 | Max MWD: ~1,800 m/sec
Bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire
Bonus to Shield Booster amount
Bonus to Missile velocity
50% bonus to Command Burst area of effect range
The Cyclone is a Minmatar Battlecruiser and, unlike its brother the Hurricane and most other Minmatar ships, the Cyclone is bonused towards missiles rather than projectile turrets.
The ship is bonused to take advantage of shield boosters to mount a massive active tank, albeit for a only limited period of time, while its rate of fire bonus allows the Cyclone greater flexibility in terms of the damage types it can use.
The Cyclone also has a decent dronebay and bandwidth 50m3, allowing it to field a full flight of medium drones for extra DPS, or two flights of small drones instead.
EHP: 34,000 - 104,000 | Max MWD: ~1,350 m/sec
Bonus to Medium Energy Turret activation cost
Bonus to Medium Energy Turret damage
Bonus to Medium Energy Turret range and falloff
50% bonus to Command Burst area of effect range
The Harbinger is a well rounded battlecruiser; it doesn't have the legendary tank of the Drake or the firepower of the Hurricane, but can be depended on to perform well in any role.
This battlecruiser is a shield tanked cruiser's nightmare, with the the ability to wield six heavy pulse lasers and still have the CPU and powergrid left over to fit a respectable tank.
The Harbinger, even with a large tank, ironically has the ability to be rather agile within engagements.
EHP: 23,000 - 67,500 | Max MWD: ~0,000 m/sec
Bonus to Drone hitpoints and damage
Bonus to Drone microwarpdrive velocity
Bonus to Armor Repairer amount
50% bonus to Command Burst area of effect range
The myrmidon sports a balanced slot layout that can support a shield or armor tank and do quite well with either.
It has more drone bandwidth and a larger drone bay than the Vexor. As a drone boat the Myrmidon has the ability to carry a mixed heavy and medium flight, a light flight, and an additional flight of light repair or EWAR drones.
The Myrmidon has no bonus to any weapon system and so it can mount any weaponry of any size with equal proficiency, or use nosferatu or neutralizer arrays without greatly reducing its damage.
EHP: 50,000 - 100,000 | Max MWD: ~1,350 m/sec
Bonus to kinetic Heavy Missile and Heavy Assault Missile damage
Bonus to Missile velocity
Bonus to 4% bonus to all shield resistances
Bonus to 50% bonus to Command Burst area of effect range
The Drake can be fitted with a durable shield buffer tank, but it receives a damage bonus only for kinetic missiles, reducing its flexibility.
With Heavy Missile Launchers the DPS of a Drake is not very impressive for a battlecruiser, but it has a long range for its class.
Its tank bonus makes it forgiving of mistakes, and missiles are an easy to use weapon system that doesn't require the pilot to worry much about angular velocity and range.
EHP: 30,000 - 90,000 | Max MWD: ~1,850 m/sec
Bonus to Medium Projectile Turret damage
Bonus to Medium Projectile Turret rate of fire
Bonus to Medium Projectile Turret optimal range and falloff
50% bonus to Command Burst area of effect range
In PvP the Hurricane can be fitted as a simple, armor-buffered short-range bruiser; a fast shield-tanked "Nanocane"; or as a shield-tanked, medium-range high-alpha artillery platform.
While you can armor tank it, the nano cane offers something that's hard to find elsewhere - a really effective, relatively tough kiter that's available on a budget.
The shield cane on the other hand is a very different beast - it's one of the few ships which engages effectively both as a kiter and a brawler.
EHP: 10,000 - 48,000 | Max MWD: ~1,700 m/sec
Bonus to Large Energy Turret activation cost
Bonus to Large Energy Turret damage
Bonus to Large Energy Turret powergrid and CPU requirements
Bonus to Large Energy Turret activation cost (x2)
There's nothing quite like a face-melting barrage of lasers from 250km away, and judging by the Oracle, the Amarr Navy seems to agree.
Because of their weak tanks, the Oracle and its buddies are often sniper fit to avoid close quarters confrontations.
Unlike the other attack BCs, the Oracle can also fit pulse lasers and use Scorch ammo and kite at 60km.
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to Large Hybrid Turret damage
Bonus to Large Hybrid Turret tracking speed
Bonus to Large Hybrid Turret powergrid and CPU requirement
Bonus to Large Hybrid Turret activation cost
With a damage and a tracking bonus, the Talos focuses on blasters, providing very high DPS, but limited range.
In short, it has the DPS of a Megathron and the tank of a Thorax.
However with the range of heavy blasters and the second highest speed of the attack battlecruisers a shield-tanking Talos can be an effective kiter.
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
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EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
EHP: 0,000 - 0,000 | Max MWD: ~0,000 m/sec
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxx
Bonus to XXXXXXXXXXXXXXX xxxxxxxxxxe
Ability description...
Ability description...
Ability description...
I had a +5 memory implant, but I forgot where I put it.
٩͡(×̯×)۶