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The Kestrel is my favourite frigate, it represents one of the most cost effective hulls in the game that is capable

of fighting way above


it’s weight and can claim kills on Interdictors, Assault Frigates, Pirate Frigates and in some cases, more. It is one of the most
underestimated hulls and in my opinion, is the best nullsec roaming option available for the Tech I Frigate slot, it has so much
flexibility in what it can engage due to the fact that it engages at the very edge of Scram range. It has very high damage output for
the range it can fire out to, rivaling Blaster DPS at 12km. The downside of the Kestrel is that it is the slowest Tech I Frigate in the
game, going slightly slower than 2.8km/s with max skills, but this is still acceptable for roaming. You’ll struggle to catch some kiting
Frigates like Interceptors, Garmurs and Imperial Navy Slicers, but these fights can be manipulated in your favour by fighting on
gates, and warping to celestials, plus, a lot of people who fly those ships often make mistakes and will die to you in scram range.

Relevant Skills List


Category Skill Discription Notes Basic Recommended Polish Max
This skill gives you a small amount of HP per level.
You do not need to train it past level 2 for fittings, but
it is efficient to get it to at least level 3. My fits do not
use T2 Damage Controls but this is a very useful
module for a variety of ships and this skill is required
at 4 to use those, so getting it to 4 is useful in
Armor Hull Upgrades (2) 5% to Armor HP general. +29 EHP per level 2 3 4 5
This skill improves your HP per level, this skill is 2x
easier to train than hull upgrades and gives a better
EHP increase due to the damage control we are
fitting and the kestrel having more structure than
Armor Mechanics (1) 5% to Hull HP Armor HP. You only need it at level 1 for the fit but 2 4 5 5
Recommend to train to 4, at level 4 you also unlock
the nanite repair skills which are great utility skills for
roaming.
+46 EHP per level
Level 1 is fine for a basic fit, the cap reduction
doesn't matter too much on the Kestrel since you
fight outside neut range and the fit is completely
passive and cap stable even with MWD on with
5% Cap reasonable skills. It's high rank too. Level 2 is
reduction for required for a Tech II Warp Scrambler which is on
Warp my fit. Only level this up when you have nothing
Electronic Propulsion Scramblers, better to train, it helps slightly when fighting against
Systems Jamming (3) Disruptors, Webs Sentinel. 1 2 3 5
This is a great skill in general for a variety of other
2% PG ships. You can do without it on the Kestrel for the
Advanced Weapon Reduction for Recommended fit however. You'll only need it to
Engineering Upgrades (6) Weapons level 1 for the polished fit. 0 0 1 4
You start with this skill at level 3 which is perfectly
acceptable. Cap is not a priority on the Kestrel at all.
Capacitor 5% max cap per It is useful to rank up though for other ships, can help
Engineering Management (3) level a bit with neut defence. 3 3 4 5
You start with this skill at level 3 which is perfectly
acceptable. Cap is not a priority on the Kestrel at all.
5% Cap It is useful to rank up though for other ships, can help
Capacitor Systems Recharge per a bit with neut defence. This skill is 3x easier to train
Engineering Operation (1) level than cap management so priortize this one first 3 3 4 5
I recommend getting this to level 5 as its useful on
CPU Management 5% more CPU every single ship you fly, almost essential. Required
Engineering (1) Per level for the recommended fit 4 5 5 5
20% Faster This is by no means essential, worth picking up
Nanite Interfacing Repair time per though as it will improve your repair speed
Engineering (3) level for paste. significantly, you can see a huge difference between 0 3 4 5
level 0 and level 3
This is also not essential, more of a roaming utility
Nanite Operation 5% less Paste skill. Worth grabbing the odd point in occasionally
Engineering (2) used per level when you don't have anything better to train 0 3 3 5
I recommend getting this to level 5 as its useful on
Power Grid 5% more PG per every single ship you fly, almost essential. Required
Engineering Management (1) level for the recommended fit 4 5 5 5
This skill is very important, I recommend getting it to
at least level 3 and to level 4 when polishing skills.
You will see a huge difference between level 1 and
level 3 with web/scram heat residue damage, being
able to heat scram for as long as possible to abuse
Thermodynamics 5% less heat max range is useful in hard match ups and to keep
Engineering (3) damage per level targets like vs Sabres 1 3 4 5
This skill makes fitting a lot easier on a variety of
5% Less CPU ships, you'll also need it to level 4 to unlock
Cost for Advanced Weapon Upgrades and to use T2 damage
Weapon Upgrades Launchers per upgrade modules like the t2 BCU. I Recommend it at
Engineering (2) level 4, get 5 when polishing. 3 4 5 5
This is by far the most important missile application
skill, unfortunately, it's a rank 5 skill so takes a lot of
time to train. I recommend getting this to 4, and
5% lower missile because of the long train, I would only recommend
Guided Missile explosion Radius going 5 once you're going for max Kestrel. 4 is
Missiles Prevision (5) per level perfectly acceptable 3 4 5 5
This is the most important missile skill in the game,
YOU NEED THIS AT 5. If you have it below level 5
you will take a substantial DPS loss from your
missiles expiring to RNG due to how the mechanics
Missile 10% to Missile work. See Here:
Missiles Bombardment (2) Flight Time https://www.youtube.com/watch?v=k9DMsZUxHFc 3 5 5 5
Missiles Missile Launcher 2% to Missile This is a very efficient DPS skill at 2% ROF per rank. 4 4 5 5
Operation (1) Rate of Fire It's not essential though, I recommend it at level 4,
get to 5 when polishing.

This further extends the range on your missiles. I


recommend getting this to level 4. It is a fairly
expensive skill so while level 5 is nice, it only extends
your range beyond your scram range which is only
really useful in harder match ups where you force
Missile Projection 10% to Missile them to burn into missiles and play defensively
Missiles (4) Velocity per level outside scram range. This is a low priority polish skill 3 4 5 5
This is a very efficient DPS skill. It has the same 2%
ROF per rank as Missile Launcher Operation. Note
due to how Rate of Fire Bonuses work this is actually
more powerful than MLO, so I actually recommend
you take this to 5 before MLO. (This is because a
20% bonus to ROF is actually a 25% DPS increase
4% to Missile because 1 / 0.8 = 1.25.You can do without this at 5
Missiles Rapid Launch (2) Rate of Fire but this is a high priority polish skill 3 4 5 5
This is moderately decent DPS skill, I recommend
getting it to level 4, get to level 5 as a low priority
2% to T2 Rocket polish. It gives more benefits than GMP 5 and
Rocket Launcher Rate of Warhead Upgrades 5 because those are 5x rank
Missiles Specialization (3) Fire skills, and WU is weaker per level 3 4 5 5
This is obviously super important to get to level 5,
even for the basic fit. I would not consider flying the
Kestrel without T2 Rockets and this skill at 5. At 5
5% to Rocket you unlock rocket spec 5, t2 rockets and get 25%
Missiles Rockets (1) damage more damage 5 5 5 5
This skill is important for application, although its not
10% to Missile as effective as GMP per level, its more than twice as
Target Navigation Explosion easy to train. level 4 is recommended, you will
Missiles Prediction (2) Velocity probably be unable to use rage without it at 4. 4 4 5 5
Missiles Warhead 2% to missile This skill gives you the least DPS increase of all the 2 3 4 5
Upgrades (5) damage per level missile skills here, and also is very inefficient. It also
unlocks nothing. Rocket Spec is easier to train and
improves DPS more because it's a Rate of Fire skill,
only rank this up when you have nothing better DPS
wise
This skill improves your MWD speed, which makes it
important. I'd recommend getting it to level 4, and to
level 5 as a low priority polish. It doesn't improve
5% to MWD/AB your speed when your scrammed or not using MWD
Acceleration speed boost per and is way less efficient than Navigation and Evasive
Navigation Control (4) level Maneuvering so get those before this. 3 4 5 5
This skill improves turning speed, so you can align
out and warp quicker, also enables you to orbit
tighter and helps with slingshotting due to improved
responsiveness. I recommend it at level 4. Get this to
Evasive 5% to Agility per level 5 as a mid priority polish. It unlocks Interceptors
Navigation Maneuvering (2) level and is useful in general so a nice skill. 3 4 5 5
This skill is not too useful, when you're committed in
scram range your MWD will be off anyway, or you
can manually turn it off. I'd recommend getting it to
level 2 so you're cap stable running just MWD, but its
honestly not required past that. Maybe put a rank in it
High Speed 5% to MWD Cap when polishing skills to help with mwding at a
Navigation Maneuvering (5) cost per level sentinel or something 1 2 3 5
This skill is pretty important because it improves your
range control and your speed when MWDing. I
recommend getting this to level 5 after fitting
skills/DPS skills, this helps a lot with reapproaching
5% to base gates, scram kiting, slingshotting etc. and it's cheap
Navigation Navigation (1) speed per level at rank 1. 4 5 5 5
10% reduced cap Useful Utility Skill, It's not technically required but it's
Warp Drive cost to warp per very nice for longer warps which will cap you out with
Navigation Operation (1) level lowered skills. I recommend getting it to level 3 since 1 3 3 5
it's a cheap and easy train. It's very low priority to
train past that
You need to train this to level 3 to train the Missile
Doesn't do Rigging skill, this skill does absolutely nothing itself
Rigging Jury Rigging (2) anything lol so don't train it past level 3 it's pointless 0 3 3 3
This skill description is confusing. Basically missile
rigs have a 10% CPU penalty, every skill level
1% less CPU reduces that by 1%. So at level 3 your missile rigs
penalty on would have a 7% CPU penalty. This is needed to
Launcher Rigging Missile Rigs per level 3 for the Recommended fit, For the Polish fit
Rigging (3) level you need this at level 4. It's not useful beyond that. 0 3 4 4
Increases your Shield HP by 5% per level, since you
have a shield Extender this is the most important of
the HP increasing skills. Note: when comparing EHP
vs SP Mechanics is actually a slightly better skill to
train, so you might want to consider putting that to 5
Shield 5% to Shield HP first before this one when polishing
Shields Management (3) per level +107 EHP per level 3 4 5 5
This is more of a utility skill than something that is
actually useful, as it allows you to get back into
fighting shape after warping out from an encounter
faster, so it's something I recommend at 4, I'd say
this is a very low priority polish at 5 just because it's
Shield Operation 5% to Shield really SP efficient.
Shields (1) Regen Per level +0.9EHP/s peak regen per level 3 4 5 5
Important fitting skill for the Kestrel, you'll need this to
5% Reduction in level 3 for the basic and recommended fit, level 4 for
Shield Upgrades Shield Extender the polish fit, and level 5 is required for the
Shields (2) PG cost Mizhir/Max fit which uses a CPU implant 3 3 4 5
10% To missile This is the most efficient skill for SP on DPS/Range
Spaceship velocity and 5% Improvements. I recommend getting this to level 5,
Command Caldari Frigate (2) to missile Caldari Frigate 5 unlocks a lot of future ship options, 4 5 5 5
damage on the and improves a large variety of other useful ships
Kestrel you may use, like Heron for exploration, A griffin, and
other options.
This skill is less SP efficient than Evasive
Maneuvering in Navigation so always get that first. I'd
Spaceship Spaceship 2% to Agility per low priority recommend getting it to level 4 though,
Command Command (1) level and a very low priority polish to 5. 3 4 5 5
This skill can help a little when dealing with EC
drones but its never going to save you from any
4% to Caldari dedicated ECM ship. I'd recommend putting this to
Gravimetric Sensor Sensor Strength level 2, and a low priority polish up a few ranks just
Targeting Compensation (2) per level for the slightly better utility. 0 2 4 5
This skill isn't that useful, the Kestrel has a very nice
base lock range of 50km which is more than enough
even when dealing with bonused damps you won't
be knocked below your scram range. It can be a nice
utility tho to help when slingshotting damp ships like
Condors/Maulus slightly because it allows you to lock
them sooner before getting them to 13km heated
web range, Low Priority though as it only helps
Long Range 5% to lock range slightly in those niche scenarios. It is a nice general
Targeting Targeting (2) per level skill however. 1 2 3 5
Not really that crucial to be honest, very rarely this is
going to make the difference in you catching
something or not. It's more important for catching
people who do not want to fight, I'd recommend
Signature Analysis taking this to level 3 since it's an efficient skill, its a
Targeting (1) 5% to lock speed low priority upgrade past that. 1 3 4 5
You start with this level 2 which is more than enough.
The Kestrel can only lock 5 targets max without other
modules which you'd never use on a Kestrel so it's
Target 1 extra target pointless to train this skill past level 3. Getting it to 3
Targeting Management (1) locked per level is mostly just nice utility when shooting drones, so 2 2 3 3
only get it when polishing skills. it's a quick and easy
train.

If you started out as a Caldari brand new character, these are the skills that you will need to purchase from the market and acquire.

Market School Station Isk


Category Skill Name Cost
Engineering Advanced Weapon Upgrades 500,000
Engineering Nanite Interfacing 5,000,000
Engineering Nanite Operation 1,000,000
Missiles Guided Missile Prevision 500,000
Missiles Missile Bombardment 80,000
Missiles Missile Projection 100,000
Missiles Rapid Launch 40,000
Missiles Rocket Specialization 1,000,000
Missiles Rockets 10,000
Missiles Target Navigation Prediction 60,000
Missiles Warhead Upgrades 1,000,000
Rigging Jury Rigging 60,000
Rigging Launcher Rigging 100,000
Targeting Gravimetric Sensor Compensation 200,000
Total: 9,650,000
Note: 66% of this cost is in the Nanite Skills which are
not essential. You can also get some skills cheaper than
listed from players. Notably, Rocket Spec, Jury Rigging
and Launcher Rigging are usually cheaper to buy from
players than from the school. Some of these books you
may get pro-bono from the military and advanced military
career agents.

How long does it take for me


to fly the Kestrel?
Training times are listed with a remap to 25 Perception, 23 Intelligence throughout the entire training process. This is a very good
and healthy remap for a new player and it's not a super specialised Kestrel remap of any sort, Intelligence/Perception are the most
useful attributes unless you're following a specialised plan like to become a Trader, leadership character, miner and refiner etc. You
can bring this time down if you use a program like evemon and remap to pure Perception/Willpower, then to pure
Intelligence/Memory using the characters bonused remaps if you so choose. I would not recommend this though unless you want a
pure Kestrel smurf character.

The Basic Kestrel


15D 2H 20m 40s
SP Needed from starting skills 730,938
Total SP: 1,130,669

The Recommended Kestrel


57D 4h 21m 30s (72D 6H 42m 10s)
SP Needed (over basic) 2,738,772
Total SP: 3,869,441

The Polished Kestrel


137D 5h 32m 26s (209D 12H 14m 36s)
SP Needed (over recommended) 6,575,111
Total SP: 10,444,553

Fittings
The “Basic” Fit
I’d recommend not using this as you will probably have a somewhat painful time, you’ll struggle against anything that isn’t a tackler,
you can maybe kill other PvP ships which will have difficulty hitting you at range.

[Kestrel, The Basic Kestrel]

Crosslink Compact Ballistic Control System


IFFA Compact Damage Control

5MN Y-T8 Compact Microwarpdrive


Medium Azeotropic Restrained Shield Extender
Fleeting Compact Stasis Webifier
Initiated Compact Warp Scrambler

Rocket Launcher II, Inferno Rage Rocket


Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket
Small Warhead Calefaction Catalyst I
Small Ancillary Current Router I
Small Rocket Fuel Cache Partition I

Mjolnir Rage Rocket x1000


Scourge Rage Rocket x1000
Nova Rage Rocket x1000
Inferno Rage Rocket x1000
Nanite Repair Paste x25

Fitting Skill List;


Advanced Weapon Upgrades: 0 (Not Learned)
Power Grid Management: 4 (Starting Level)
CPU Management: 4 (Starting Level)
Weapon Upgrades: 3 (+1 level from starting)
Shield Upgrades: 3 (+1 level from starting)
Launcher Rigging: 0 (Not Learned)

This kestrel can be sit in very quickly from the starting base Caldari Character. With the Flight time rig and the Basic Skill list, you’ll
hit out to 10km with Rage rockets, the Flight time rig takes your flight time almost exactly on 3 seconds with missile bombardment
level 3. So you won’t have to worry about your missiles not hitting. This assumes missile projection level 3 and caldari frigate 4. DPS,
speed and non targeting stats shown are with the basic skills.
The “Recommended” Fit
This is where things get much better, you’ll be able to bring down pretty much every t1 Frigate, Interceptor and some t2 Frigates,
Sabre fights are a little harder until you’re more polished but it is still possible in this fit.

[Kestrel, The Recommended Kestrel]

Ballistic Control System II


IFFA Compact Damage Control

5MN Y-T8 Compact Microwarpdrive


Medium F-S9 Regolith Compact Shield Extender
Fleeting Compact Stasis Webifier
Faint Epsilon Scoped Warp Scrambler

Rocket Launcher II, Inferno Rage Rocket


Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket

Small Warhead Calefaction Catalyst I


Small Bay Loading Accelerator I
[Empty Rig slot]

Mjolnir Rage Rocket x1000


Scourge Rage Rocket x1000
Nova Rage Rocket x1000
Inferno Rage Rocket x1000
Nanite Repair Paste x25
Fitting Skill List (+ in brackets indicates skill changes over the basic fit)
Advanced Weapon Upgrades: Unlearned
Power Grid Management: 5 (+1)
CPU Management: 5 (+1)
Weapon Upgrades: 4 (+1)
Shield Upgrades: 3
Launcher Rigging: 3 (+3)

With better fitting skills we no longer need the compact ballistic control unit for more DPS with t2, ditch the PG rig for another DPS
rig. This gives us a significant DPS boost and with this fitting improvement, and the skills improvement, this kestrel does more DPS
before heat than the Basic Fit does with heat, with better range. Note: Training either Weapon Upgrades 5, or launcher Rigging 4, will
enable you to upgrade the fit by upgrading the named Scram to a T2 Scram.
The “Polished” Kestrel
This is just rounding off loose ends and enables us to get a few improvements, notably, the T2 Scram and the swap to Azetropic
Medium Shield Extender which saves some cost from the fit, and also improves damage mitigation slightly.

[Kestrel, The Polished Kestrel]

Ballistic Control System II


IFFA Compact Damage Control

5MN Y-T8 Compact Microwarpdrive


Medium Azeotropic Restrained Shield Extender
Fleeting Compact Stasis Webifier
Warp Scrambler II

Rocket Launcher II, Inferno Rage Rocket


Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket

Small Warhead Calefaction Catalyst I


Small Bay Loading Accelerator I
[Empty Rig slot]

Mjolnir Rage Rocket x1000


Scourge Rage Rocket x1000
Nova Rage Rocket x1000
Inferno Rage Rocket x1000
Nanite Repair Paste x25
Fitting Skill List (+ in brackets indicates skill changes over the Recommended Fit)
Advanced Weapon Upgrades: 1 (+1)
Power Grid Management: 5
CPU Management: 5
Weapon Upgrades: 5 (+1)
Shield Upgrades: 4 (+1
Launcher Rigging: 4 (+1)

With the extra skills from the polish section, the T2 scram and slight cost saving modules, we are now in the 160 DPS cold club,
which is insane, the T2 scram allows more control at further range, and with your increased speed and missile range you can bait out
Sabres and ships better. Any further improvements take a long time and don’t give too many benefits.
The “Maxed Fit” AKA the Mizhir Fit
Mizhir gave me this fit, it’s slightly better than the polished fit but requires much higher skills and a 1% CPU Implant to fit.
Alternatively, you can use a T2 CPU rig instead of the 1% CPU Implant if you don’t like fits which require implants but the CPU rig is
more expensive than the 1% Implant.

[Kestrel, The Maxed Kestrel (Mizhir 1% CPU)]

Ballistic Control System II


Ballistic Control System II

5MN Y-T8 Compact Microwarpdrive


Medium Shield Extender II
Fleeting Compact Stasis Webifier
Warp Scrambler II

Rocket Launcher II, Inferno Rage Rocket


Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket
Rocket Launcher II, Inferno Rage Rocket

Small Core Defense Field Extender I


Small Core Defense Field Extender I
Small Processor Overclocking Unit I

Zainou 'Gypsy' CPU Management EE-601

Mjolnir Rage Rocket x1000


Scourge Rage Rocket x1000
Nova Rage Rocket x1000
Inferno Rage Rocket x1000
Nanite Repair Paste x25

Fitting Skill List (+ in brackets indicates skill changes over the Polished Fit)
Advanced Weapon Upgrades: 1
Power Grid Management: 5
CPU Management: 5
Weapon Upgrades: 5
Shield Upgrades: 5 (+1)
Launcher Rigging: 4

Alternatively, if you use the T2 Electronic Rig fit, you can train AWU to level 4 instead of Shield Upgrades 5 which is about ½ the
training time and more useful on a larger amount of fits, and use a 1% PG implant with the Polished Skill set. SU5 is pretty useful
though.

The Mizhir Fit offers a very small DPS and an EHP improvement, at the expense of being much fatter with the higher signature
radius.
Basic Strategy
Your basic Strategy against everything is to kite at extended scram range, this is usually referred to “scram kiting”. Your aim is to
keep at 8-9km against most ships (going further out against ships like the Sabre with heated scram). At this range you out DPS most
frigates and even some destroyers, interdictors and T3Ds, while also mitigating a significant portion of their DPS. Rockets will do full
damage regardless of if you’re at 0 km or 12km so you should aim always to be the furthest you can be comfortable retaining tackle
on that ship. Other close range weapon systems will have to load lower damage ammo types like Null or Scorch to hit you, and you
always out-damage those types. The only time this strategy ever changes is if you’re fighting against long range turrets (Railguns,
Beam Lasers, Artillery) or against kiting ships or ships significantly weaker than you that you just want to hold onto, such as Condors,
Stiletto, Crow etc.

Here is a damage comparison between some other weapon types with drones for the ship and decent fits.
As you can see, the Cyan line is the Kestrel, It reigns supreme with the highest DPS past 6km, and any further you can kite out will
result in significant damage mitigation. The only ship that comes close to your damage output at range is the Tormentor and (not
listed) the Punisher with Scorch Crystals. Both of these ships are not popular in nullsec because of the weaknesses that they have
(Speed, Cap) which you do not have, so you won’t be running into them very often. Even a Double Gyro Thrasher which can put out
a monstrous 370 DPS up close will struggle to trade with you at 10km!
You have a pretty big signature radius so mitigating DPS from long range turrets can still be difficult if they have appropriate
modules. One tactic you can employ is offlining your medium shield extender when you start to take armor damage for some damage
mitigation.
The TL;DR of it is that you should almost always stay at the edge of scram range unless faced with an opponent that is much weaker
than you, or a kiter (because them getting away is the most important aspect you want to prevent, its ok to go close anyway because
they’ll be doing full DPS to you regardless, even if they are allowed to swap into higher damage ammo types your main goal is to get
on top of them for the advantage).

The Kestrel is a great ship since it requires very little module micro-management, you have no charges to manage, you mostly don’t
care about your capacitor, and have few active modules.

Damage Types
Choosing the right damage type is important. There are 4 types of missiles of the same type, Mjolnir, Inferno, Nova and Scourge,
these have identical ranges, damage and application, the only difference is the damage type they deal. Mjolnir deals EM Damage
which is usually best VS Shields, and T2 Caldari, Inferno deals Thermal damage which deals best with Shields and Amarr T2 Ships.
Scourge does Kinetic which is usually better VS armor and T2 Minmatar, and Nova deals Explosive which is best against Armor and
T2 Gallente. Note that there is a small difference between T1 Racial Resistances and a bigger Difference between T2.

In General, Thermal is probably the best damage type universally if you’re not sure what to use then Inferno is usually a safe bet, it’s
only really bad against T2 Caldari/Gallente.

Thermal Kinetic Explosive


Tech I Shield Resists EM Resist Resist Resist Resist
All Races 0% 20% 40% 50%

Race Tech I Armor EM Resist Thermal Kinetic Explosive


Resists Resist Resist Resist
Neutral 50% 35% 25% 10%
Amarr 50% 35% 25% 20% (+10%)
Caldari 50% 45% (+10%) 25% 10%
Gallente 50% 35% 35% (+10%) 10%
60%
Minmatar (+10%) 35% 25% 10%

Note that the 10% Bonus Racial Armor Resistances are Additive rather than
Multiplicative like the T2 Resists
I.e. Minmatar go from 50% EM to 60% EM even though this is actually a 20%
reduction in EM Damage Taken on Armor damage

Primary Secondary
Race Resistance Resistance
Amarr Explosive Kinetic
Caldari Thermal Kinetic
Gallente Kinetic Thermal
Minmatar EM Thermal

Tech II Bonus
Resistances Primary Secondary
Interceptor 10% 0%
Logistics Frigate 50% 25%
Electronic Attack Frigate 50% 25%
Stealth Bomber 25% 12.50%
Covert Ops 10% 0%
Assault Frigate 75% 50%
--
Interdictor 50% 25%
Command Destroyer 50% 25%
Tactical Destroyer 50% 25%
--
Heavy Assault 75% 50%
Heavy Interdictor 75% 50%
Logistics Cruiser 75% 50%
Recon Ship 62.50% 37.50%
Strategic Cruiser 75% 50%
--
Command Ship 75% 50%
--
Black Ops 10% 5%
Marauders 25% 12.50%

Match-Ups
I would recommend avoiding all ships that aren’t easy when you're flying the Basic Kestrel, maybe try the Moderate listed ones but
be prepared to lose some of the matchups. When flying the recommended, I would say you can take all the easy-moderate match-
ups, and maybe try the hard matchups at difficulty. Once you have the Polished Kestrel, everything that isn’t listed as avoid is
possible, but again, they will be difficult fights at hard+

Tech I Frigates

Ship Difficulty Missile Type Basic Strategy Notes: VS common ship configs
Tech I The Executioner is an attack Frigate and it doesn't really have the muscle
Frigates to win against you even at close range. You should still respect it however.
Fight at 5km or further, ideally around 8km to prevent it from using higher
damage Crystals like Conflagration against you. You'll more often see this
Executioner Easy Nova Kite at 5km+ is a disposable T1 tackler flown by new players

The Tormentor can almost rival your damage at range with Scorch and
Drones, It also shoots into your EM hole. A max skilled well piloted
Tormentor will be an incredibly close and difficult fight. My recommendation
would be to stall out the fight if possible at 15-16km, if you can force him to
burn into a few rocket salvos you'll win the fight. The Tormentor has
Capacitor issues in extended engagements so forcing him to MWD for you
for 3-4 cycles can also move the fight into your favour, you can also try
kiting at range and seeing if he'll deploy drones and kill the drones before
Tormentor Hard Nova Kite at 5km+ going in.

The Punisher can usually just force you to run away. It has incredible stats
thanks to the 5 lows, 4 guns and Scorch S being so good, very often you'll
not be able to kill it even at 10km. The Punisher only has 2 mid slots
however so it will never be able to control you so just fight at 9km, if it starts
Punisher Moderate Nova Kite at 5km+ winning, just align out and warp off.

The Condor is much weaker than you, even in a Rocket configuration. It


has 4.5 effective launchers with Kinetic, you have 5 with everything, on top
of more HP and better fittings, you also have a velocity bonus which it
doesn't get but you'll probably be better off just approaching it rather than
kiting at 9km to deny t2 missiles, since the Condor is often a Kiting ship or
Condor Easy* Mjolnir Approach generic T1 Tackler. If you can catch it you can usually annihilate it with
ease.

The Merlin has a lot of Spank and Tank, at 2km. Outside that and it really
has problems doing anything but tanking. Even with null loaded it will be
scratching paint at 8km while your missiles tear it up. Its also slower than
you when scrammed so you should always be able to control it perfectly.
Might take awhile to die but it's no threat to you in typical blaster + MSE
Merlin Easy Mjolnir Kite at 8km combinations.

Kestrel 1vs1 often come down to whoever approaches the other guy first.
My Recommendation would be to wait at 15km, firing missiles and hope the
other guy MWDs into your missiles, since its a mirror whoever gets the
damage first usually wins, especially if that comes at extended range where
the other guys first few volleys expire before hitting. Against LML Kestrel
Kestrel Mirror Mjolnir Kite at 8km approach and kill it.

Atron is almost always going to be a disposable tackler used by nullsec


gangs flown by less skilled players or as a free ship given out. Even in an
Assassin PvP Style fit, you can usually out-muscle it since it's an attack
frigate, just don't face tank void at 2km and you should have no problems
disposing of it. It does have a falloff bonus so it might hurt with null at 8km
Atron Easy Nova Kite at 8km but you can win the EHP/DPS race still.

Incursus will usually be fit in 2 ways, either with scram only and an injector
with dual rep, or with scram+web and single rep, either configration you
have the advantage against and kill. Dual Rep might be able to tank you
while it has ancillary charges for 30s, (If its 2x T2 small reps you can break
it slowly). this dual rep incursus will not have a web so it will never have
Incursus Easy Nova Kite at 8km control over you, feel free to leave if his friends show up.

The Tristan can be in numerous different fits, the most common is probably
going to be a Shield Kiting ship which is still somewhat tanky and will not be
an easy fight even at 0km you'll probably win in Armor, so you need to
Various, usually slingshot it early or force it to engage in a bad position. Tristans can be in
Tristan Moderate Inferno safe to approach scram kiting fits, neut fits or blaster close range DPS fits as well, which is
why I recommend Inferno instead of Mjolnir since that does fairly well
against Armor and Shield Tristans if you're unsure what type it is, using
look at on a Tristan and checking for guns is a good interaction, if it has no
guns approach it, neuts dont really hurt you that much aside from allowing it
to warp off.

The Slasher is usually going to be a disposable tackler whenever you see


it, just beware of Afterburners in trap fits since it can get insane mitigation
thanks to having the lowest sig/highest speed of the frigates. It does less
DPS than you at 0km, let alone at 8km and usually struggles to fit any kind
of tank outside of 1 buffer module so you shouldn't have any issues killing
Slasher Easy Mjolnir Kite at 8km it.

Breacher is usually dual tanked rather than a single tank, so I recommend


Inferno instead of Mjolnir despite its main tank being primary shield.
Minmatar ships have 60% Armor base resists so you don't want to shoot
EM into a dual tanked breacher. A breacher can out-brawl you provided
that he's allowed to load and shoot Rage missiles at you, fortunately, the
Breacher only has a range of 8.4km with max skills on rage so as long as
you are fighting at 9km or further you should be able to win the exchange,
also make sure you're not moving into or towards the breacher as that will
increase the range of his missiles by approaching their spawn point. If you
can force him to approach you it will decrease his missile range by around
0.6km, against good breacher pilots you might wanna fight at 12km+ even
outside scram range to get some missile DPS in first before committing.
You can also try and bait an engagement before committing to kill his
drones, forcing him to MWD a few cycles can help reduce the efficiency of
his Ancillary Armor Repairer with non-charge cycles too.
Kite at 9km+ People love using these as Afterburner only trap fits for some reason, so
Breacher Moderate Inferno (Heat Scram) check for AB before engaging

The Rifter is an old dog, waiting for you to put it down, you are what he was
4 years ago. It doesn't out damage you at any range and the utility high it
has is irrelevant against you. Kite at 8km to prevent him draining your cap
Rifter Easy Scourge Kite at 8km with a nos to help himself and he'll just slowly die to your superior DPS and
EHP.

The Maulus is usually an Ewar Frigate but you can sometimes see it as
some weird damp kiter with the drones that it has. If you get on top of it, it's
fresh meat. If you can't, then kill the drones they are un-bonused and die
quickly, fighting around gates can be a great way to extract, note that the
maulus has cap difficulties running damps and a long point so it can't kite
you for long, if you kill the drones it's best hope is usually holding you for a
blob, you can generally get this eventually or it'll warp off when you kill
drones. It's probably going to be armor tanked but I'd load Inferno incase of
Maulus Easy* Inferno Approach shields.

If you see this it's usually a hard counter-fit with a missile tracking disruptor
so be wary. It's very very rare to see them outside of 1v1 trap fits, unless
it's just a new player with a generic nullsec kitchen sink gang, in which case
it's an easy kill. If you get missile range disrupted and he doesn't have a
web then approach the Crucifier, if its mwd/scram/web/missile disruptor
then it can control you, but you can kill drones usually, move away from it to
force it to move into your missiles which can help with them hitting, if he
kites too far you can often warp off, due to flight time mechanics some of
your missiles may hit and your range is not often as bad as it looks. For
example, disrupting your velocity and flight time by 20% might make you
think you have 40% less range, but in actuallity, he is giving you a 2.4
second flight time so 40% of the time you're only disrupted by 20%, and the
other 60% its 60% less range, so 40% of the time you're wrecking him if
hes in a pure control fit, if he has to run a rep he will cap himself out. If he
application disrupts you then approach him.
As always, since these fits tend to be trap fits, check for AB before
Crucifier Moderate Nova Various, be wary engaging

Navy Frigates

Navy Navy Hard* This ship like it's Tech I Variation are almost always going to be
Frigates Crucifier Avoid Nova Kite at 8km specifically fit for you, if it has a missile disruptor, you can't win. Try
hanging around 15km to bait it to use it and show you, I would avoid this
ship unless you know the pilot does not have the missile disruptor or you
know it's a bad fit. It has similar stats to a Tormentor so its a hard fight for
you even if it doesn't have the Missile Disruptor.

Usually a kiting ship, this ship is much faster than you and is difficult to
slingshot, and the fight is usually unwinnable unless it starts in scram
range for you. I'd recommend trying to warp to planets to see if it follows
you and then warp to the next planet the same distance that he warped in
at, as you can usually catch him this way, fighting on gates and abusing
gate cloak is a good way to kill him too, act scared and jump through a
gate, slicers will often wait on the gate at 0km for you since they think
you're weak and trying to run from them, which should be about 12km
from where you spawn and you can heat everything decloak+immediatly
scram+web this way and get a kill. If they orbit the gate you can be patient
and watch his orbit while cloaked until the orbit is going to bring him into
Navy Slicer Hard Nova Approach you then decloak and fight, if the slicer plays too defensively just ignore it.

The Navy Griffin does a ton of DPS up close and has ECM, luckily the
ECM range is at a huge penalty. With Multispecs the Navy Griffin is a easy
kill since it'll only have 3km range and falloff so the ECM will be useless
on you at 9km where you'll control it and destroy it with ease, if it has a
racial it can jam you and if you're jammed it can approach you with MWD
and obliterate you unable to respond. Most people who use ECM are
usually not the best pilots so you can get kills on them by baiting out the
Cooldown, I've killed many Navy Griffins that are even specifically fit for
my Kestrel with Gravimetric ECM by chilling at 15km, if you see the Failed
Jam Icon on your ship, they just wasted their 20 second cooldown, and
Easy* Kite at 9km+ you can go in and kill them usually before they get the 2nd cycle if you're
Navy Griffin Hard* Mjolnir (Heat Scram) responsive.

The Navy Hookbill does more DPS than you, and tanks more than you,
Very with the same range. You will not be able to kill one unless you know it's a
Navy Hard* terrible fit or if its a light missile kite fit that you manage to catch in scram
Hookbill Avoid Mjolnir Various range. You'll want to avoid this in general
Kite at 8km, but This is kind of like a slightly stronger, but slower tristan with less control at
be prepared to scram range, but a bigger scram bonus, but no disruptor. Usually they are
approach, you scram kiters or brawlers but you can usually win against them if you're in
Navy will lose if it kites scram range yourself. The Maulus Navy Issue has horrible base speed so
Maulus Moderate Inferno you at 15km once you have it scrammed it's easy to control.

Against a MWD only web/scram navy comet with blasters, it's a fairly
difficult fight but it is winnable by kiting at 9km, you can generally take him
down before his 3 drones kill you. I would check the pilot on Zkillboard first
though because Comet is very commonly dual propped and a Dual Prop
Moderate* Comet will absolutely wreck you and is unwinnable. If its rails with scram
Avoid you can lose too, but this is often an AB only fit which you should never
Navy Comet Dual Prop Nova Kite at 8km engage

The Navy Vigil is like a stronger hookbill with more DPS but no velocity
bonus, the bonus is weaker when shooting EM at you and he might make
the mistake of shooting explosion into you for the ship bonus. This is a
very difficult fight he will win with navy CN explosive and 3x drones on
you. You can only ever win by him loading Rage and the missiles expiring
before they hit you, you will not be able to kite this out because he has a
Kite at 9km+ bonused web range and is way faster than you in base speed stats. I
Navy Vigil Very Hard Inferno (Heat Scram) would recommend avoiding this unless you know it's a bad fit.

Moderate
(AC) Very The Firetail is possible to kill if its an AC buffer fit (With medium shield
hard extender, or some weird dual tank setup, or tackler). AVOID Dual Prop
(Artillery), setups at all cost because they will wreck you with ease. Artillery is a very
AVOID hard fight, he has slightly less DPS than you but more tank. Firetails are
(Dual Inferno (Nova Kite at 9km+ very versatile so those 3 setups are somewhat equally spread, check
Fleet Firetail Prop) vs Artillery) (Heat Scram) zkillboard before engaging.

Pirate Frigates

Pirate Cruor Moderate Nova Kite at 9km+ The Cruor is going to be a moderate fight or very hard to next to
Frigates Very (Heat Scram) unwinnable depending on how much pimp he has invested into his
Hard* Nosferatu. Against a generic T2 fit nos, by kiting at 9km you avoid
the majority of the drain effect and he will gain no cap from you and
you'll be able to perma run the scram+web and keep him there the
whole time while you whittle away and kill him. With more pimped
out nos, such as A-type, he will fully drain you at that range, which
will turn off your web + scram allowing him to mwd and get on top
of you for conflag DPS and lowering your DPS with the web off. He
will also be able to perma run dual reps while draining you. This is
a fight you can usually win. but be careful, a pimped out deadspace
nos cruor will wreck you
This ship has an AB bonus, which means your rocket DPS is going
to be doing about 1/5th of what it says on the tooltip, avoid this at
all costs. even CN missiles will lose over half their DPS, also, it will
be able to control you perfectly and sit on you with conflagration
AVOID with pirate frigate stats. Unwinnable unless it's a complete trash fit
LIKE THE Kite at 9km+ ship, I would not waste your time looking at the pilot on zkillboard
Succubus PLAGUE Mjolnir (Heat Scram) unless you have a feeling that it's very very bad

The Daredevil with generic T2 fit got nerfed pretty hard in the
tiericide patch, you can no longer get 60% web from fleeting web,
you now have to invest in the t2 web, which costs 10 more CPU,
which breaks the fit since the Daredevil is tight on CPU. This is still
an extremely difficult fight and you will want to fight as defensively
as possible, luckily Daredevil pilots are usually very eager to
engage you, burn away and hope you get some missile volleys into
him and make sure you're always moving in front of him so when
you both web and scram eachother the iertia starts the fight at the
very edge of scram range. You CAN win this if he has void or CN
antimatter loaded if you start the fight perfectly, you'll die if he has
null loaded but DDs very rarely load null and don't respect you
enough to do so. If he has mwd/scram/82.5% web (Fleeting), he
will gain on you at about 180m/s per second, which means he'll
close the gap from 10km to 5km (where you'll get fucked) in about
30 seconds. Luckily that time + any time you bought yourself with
Very volleys before getting scrammed+webbed can be enough to bring it
Hard, down, DDs often aren't tanked well. If he has pimped web (Fed
Avoid Kite at 9km+ Navy) or Null loaded you will lose. Rail Daredevil is more rare but
Daredevil Rail DD Nova (Heat Scram) it's an unwinnable fight even at 0km

AVOID The worm is the Svipul of the Frigates, insane EHP/DPS ratio. you
Worm LIKE THE Mjolnir Various can't kill a kiting worm even at 0km unless it's the absolute worst fit
PLAGUE in existence. Avoid
The Garmur is one of the strongest kiting frigates in the game, if it
makes the mistake of being in your scrambler range, it will die and
usually drop some nice modules for you however! Employ the
same tactics as against a slicer, try and bait using gate mechanics
and planet warping, avoid getting caught at a celestial though
because if it catches you and establishes orbit at 30km you will die
and not ever be able to escape or catch it. Its very hard if not
impossible to slingshot a Garmur because of the defensive scram
and increased point range. If you do try, fight around gates so you
Garmur Hard* Mjolnir Approach can re approach and jump out if you don't catch it.

If the Dramiel is not dual prop, you have a DPS advantage and can
usually win the exchange if it's a MSE, mwd, scram, web or similar
fit. It's like a harder blaster comet fight, since it has a falloff bonus
Hard* on ACs and the same drones, it IS winnable tho but very tight. if it's
Avoid Kite at 9km+ dual Prop or an armor control fit of some kind, you will get
Dramiel Dual Prop Inferno (Heat Scram) absolutely obliterated.

The Astero is normally flown by Explorers who like to bully out


other Explorers. An Astero that has an Analyzer fitted or both
exploration modules is not going to have either a web or injector, or
both. One thing to consider with the Astero is that it's slower than
you it has terrible base speed. So always kite at 9km, this also
denies the opportunity of a utility highslot module like a nosferatu. If
it is an Injector with dual rep + Web fit, you can run by heating
scram+web since your base speed is higher, so always keep this in
mind. You can usually kill the guys who have no injector and are
Moderate doing exploration and decide that want to try and bully you because
* Avoid you're there. At worst you can leave, since they almost always
PvP Pure Kite at 9km+ won't have a web, even if they do, you can still run. This is hard to
Astero fits Nova (Heat Scram) win but most the time you can run if the fight is not going your way.
Interceptors
The Crusader has insane DPS if fit properly with small focused
pulse, it will out DPS you with Scorch. This fight is incredibly hard
against an actual PvP focused Crusader. If its a shit fit tackler or
has 3 speed mods or something though, go for it. The Crusader
Intercept has cap issues so forcing it to MWD for you can help a lot with this
ors Crusader Very Hard Inferno Kite at 5km+ match up. Respect the Crusader.
The Malediction can be a very strong rocket brawler, it has similar
stats to you, just without the missile range bonus, but its an
interceptor so has a huge speed advantage. You should kite it at
Moderate 9km+ to deny it the ability to use t2 missiles on you, it will gain on
-Very Kite at 9km+ you eventually however, if its just a generic tackler you can usually
Malediction Hard Inferno (Heat Scram) kill it easily.

The Raptor is exact same as the Merlin match-up, just it now has
HG snakes and an optimal range bonus, it has respectable reach
with null so make sure you respect it enough to start the fight at
Raptor Moderate Mjolnir Kite at 8km+ 8km or further.

The Crow is weaker than you even with a Rocket fit, it has terrible
fittings and less damage. The most common Crows will be LML
kiting fit usually acting as fast tackle for a nullsec kitchen sink
defence, an easy kill if you can catch it, like with all kiting ships, try
Crow Easy* Mjolnir Approach and fight them on gates or bait them to follow you to celestials

The Taranis if it has mwd/scram/web will be a moderate kill for


you, shouldn't give you too much trouble, its a bit easier to kill than
the navy comet match up. If it has Dual-Prop you will get
Moderate absolutely destroyed, and the Taranis is probably the most
* Avoid common dual prop frigate in the game, so pay attention and check
Taranis Dual Prop Nova Kite at 8km+ zkillboard before engaging.

Ares is usually just generic tackle ceptor for a nullsec gang. You'll
have no problems killing it, just don't sit 2km from it because if it
does have blasters you hurt a lot. I recommend Inferno instead of
Nova because they are often shield tanked with
mwd/disruptor/MSE, but mwd/scram/disruptor fits are common too
with light armor tank. Interceptors do not get any secondary
Ares Easy* Inferno Approach resistance bonuses so despite being t2 gallente it has the same
armor resists as a t1 gallente ship, so thermal is a fine choice all
around. it's basically just an Atron that goes fast. Nobody solos in
an Ares obviously, so make sure you fight around gates so you
don't get caught out by it so his gang can come and kill you.

Claw has 2 mids so you have range control, a PvP Claw is still
going to be a moderate match up even if you mitigate most of his
DPS however. Do not disrespect it and get closer than 6km
because you will get wrecked if you do, it has a very high base
speed so even when you have it webbed, you'll only be going
100m/'s faster than it so if you start the fight at a bad position
you're going to die well before you get to safer ranges. Otherwise,
this is a winnable fight. Claws are often badly fit so you shouldn't
Claw Moderate Scourge Kite at 8km have too many problems with them, just control them at 8km

Stiletto is the purest of the Tacklers, it has the most speed, the
worst DPS to defend itself, even with ACs at 1km it cannot hope to
kill you before it dies, so don't worry too much about mitigating
DPS focus more on catching him. Like all the tackle ceptors, it's an
easy kill if you're on top of it. Like all Tackle Ceptors, fight them
around gates or bait warps to celestials so you don't get caught out
Stiletto Easy* Inferno Approach by them for their friends to come.

Assault Frigates

Assault This ship will outdamage you with Scorch, and has an incredible amount
Frigates of tank. It only has 2 mids though, so you can always run from it, it'll often
be CPU starved so won't roll a T2 Scram. You can try it and run if you
Kite at 9km+ start getting owned, but don't expect to be able to kill it, only if it has a
Retribution Very Hard Inferno (Heat Scram) bad fit.
This ship has rockets, and an insane tank. You will want to kite this ship
at heated scram range, vengeance has some CPU issues so it often
cannot run a T2 scram, your only victory condition is if he has rage
loaded usually, always move away from him, treat this as a breacher on
crack. You have higher base speed and probably better scram range so
Kite at 9km+ you can run from this if things go sour, which they will pretty quickly
Vengeance Very Hard Inferno (Heat Scram) usually. Do not fight this unless you can start the fight at 9km or further.

This is a Merlin, with more tank and DPS, and double optimal range
bonus. You'll usually see these as rail fleet doctrines or blaster merlin
style solo ships. You can win by kiting at 9km but don't expect it to be
easy because double optimal null hurts a lot even at this range. You can
always run if you start losing, be careful of rail fits, you can get under the
Kite at 9km+ guns of a 150mm rail harpy but the common nullsec doctrine fit has an
(Heat Scram), afterburner so be aware of that. If its just a generic sniper you can kill
Harpy Hard Mjolnir orbit 500 vs rails with tight orbit.

This ship has more damage than you, more tank than you, infact, an
AVOID insane active tank, and it has the same range. Do not even try to fight
LIKE THE Kite at 9km+ this unless you suspect it's a terrible fit. Its slower than you so you can
Hawk PLAGUE Mjolnir (Heat Scram) extract, but don't expect this fight to ever go well.

Enyo has an optimal bonus and a lot of gank, with some tank. You can
win against this by kiting at 9km, if it loads null you're in for a tough fight.
Kite at 9km+ Like All Assault Frigates, its slower than you so you can always run if you
Enyo Moderate Nova (Heat Scram) start losing. Check guns if it has ions or lower its an easy kill.

You can win against an Ishkur but you'll be taking 90 DPS from drones
the fight, just remember to play at scram edge always so you can run. It
has both an optimal and tracking bonus, but often won't fit highest tier
guns or rails so you're usually safe from gun DPS. It has a backup flight
of drones and they're hard to kill so you probably can't win if you try to
defang it, you can win by winning the DPS exchange at 9km, but again,
Kite at 9km+ hard fight, be prepared to run, you can win if he has warriors instead of
Ishkur Hard Nova (Heat Scram) acolytes.
Check for Artillery first, most artillery pilots obviously fly the Svipul instead
which is better in absolutely every way, but there might be some old
school fits. Against AC brawl fit, you can win by kiting at 9km, this is like
fighting a Sabre with more tank but less DPS, and less control. Slightly
Kite at 9km+ easier fight than Sabre, remember you can easily run from this fight if
Wolf Hard Scourge (Heat Scram) he's wrecking you.

Jaguars often have a decent buffer tank, and moderate DPS, but very
low projection with Autocannons, the optimal bonus doesn't translate
well. You can win. This will take awhile to kill so make sure you're in a
position to leave if his friends turn up (9km). Its slower than you when you
Kite at 9km+ both scram+web eachother like most AFs, so running is always a
Jaguar Moderate Scourge (Heat Scram) possibility if the fight isn't going your way.

Electronic Attack Frigates

Electronic This fight is very difficult, a Sentinel will alpha your capacitor and then
Attack you won't be able to turn on your scram web or MWD, You have one
Frigates option against this ship, it lands at 0km from you, and you all in. I've
killed several Sentinels in this manner. Sentinels will try and kite you at
20km while you cannot do anything, but usually they are very over
confident and will follow you to a planet or celestial, bait them and try
and get them to land on you at 0km, this is your only chance of winning.
They have very low tank and they can't neut off your Rockets so
catching them this way will often get them killed, spam your scram
Crucifier Hard Inferno Approach hotkey.

AVOID
LIKE THE If it's 1v1 it'll be some trap fit, if its with a gang you're gonna be
Kitsune PLAGUE Mjolnir Approach permajammed while you die. Avoid this like most dedicated ECM ships

Usually a kiting support ship with damps/long point, sometimes some


weird gatecamping support ship. It will die to you if you can catch him
Keres easy* Nova Approach alone in scram range. less drones than a maulus so not a hard fight. Try
and bait him to follow to planet and kill him before his gang lands

Usually a support ship with dual webs and a light armor tank. You can
kill this guy no problem in a 1v1 even at 0km against a "PVP" fit. Its
usually going to be with friends rather than be solo though. Easy kill if
Hyena easy* Scourge Approach you get him scrammed without friends

Tech I Destroyers

Destroyers I'd recommend you do not fight this, very high DPS that will hit you out
Kite at 9km+ at range because of the optimal range bonus. It only has 2 mids so you
Coercer Avoid Nova (Heat Scram) can run, but you only have 10s before you die to this.

Dragoon has double range neuts that have no problem nuking your
capacitor even at 12km. He'll turn off your scram+web+mwd and you
won't be able to stop him from approaching you with his MWD. Dragoon
only has 2 mids so it cannot control you, but, it will nuke your scram off
then approach with mwd and scram you. Even if you can keep at at
Kite at 9km+ range the whole time bonused drones on a ship that has a decent tank
Dragoon Avoid Nova (Heat Scram) for a Destroyer is a bad match-up, recommending you avoid this one.

You can win an All-In against a Rail Cormorant with 150mm IIs if you
have a tight orbit, this only happens if it lands on you at 0km. Do not
fight it in any other circumstance or burn towards it, you will get wrecked
since it has a huge 50% tracking bonus. Against Blasters, it does have
a double optimal bonus, but you can win by kiting at 10km, just be
prepared to leave. It struggles to fit neutrons with any tank so may use
Ions which will allow you to kill it far easier, winnable but be expected to
Cormorant Very Hard Mjolnir Various run.

Avoid Rocket Coraxes at all costs, against LML, you can win against an
All-In at 0km since you deal similar DPS but he often cannot fit much
Corax Very Hard Mjolnir Approach tank but its a very tight fight.
This has both a Falloff and Optimal Bonus so prepare to get wrecked by
Null, if he has anything else loaded though you can win by kiting at
9km. It has only 2 mids so remember, its easy to run if you're losing
since he doesn't have a web. Avoid Rail Catalyst unless it lands at 0km
Catalyst Moderate Nova Kite at 8km same story as the Cormorant

Bonused drone ship with a decent amount of tank, and it has 5 guns,
which can be rails. You won't win even if it's blasters and you kite it at
Kite at 9km+ 10km since the drones do too much DPS and you can't kill them fast
Algos Avoid Nova (Heat Scram) enough. Recommend avoiding unless you know it's a bad fit.

This is a T1 Sabre, easier to kill, but don't disrespect it. It will face melt
you if you go anywhere closer than 7km to it, you can win by kiting in
extended scram range however. It is usually mwd/scram/mse fit with
double gyro or gyro+damage control. I recommend Inferno over Mjolnir
Kite at 9km+ since Thrashers have a healthy amount of Armor HP and those 60%
Thrasher Moderate Inferno (Heat Scram) EM resists really suck shooting into.

Same Story as the Corax, if its Rockets, don't try it. If its lml sniper fit,
you can win an all-in at 0km but its a hard fight. try and bait it by
warping out to planets so he follows you and kill him there if you can get
Talwar Hard Scourge Approach him to land at 0km on you

Interdictors

Interdictors Avoid Rocket Heretic at all costs. Avoid LML heretic without a bubble at
all costs. You can only win against a LML Heretic with a bubble, which
may show up (more of a fleet nullsec doctrine support fit). Always check
Very Hard* for guns before engaging, do not fight if you don't see a bubble go up. If
Avoid the heretic has LML with bubble then the CPU is too gimped for a
Rockets, decent tank so you can win the all-in exchange, but this is the only
Heretic no bubble Inferno Approach circumstance in which you should fight.

Flycatcher Very Hard* Mjolnir Approach Exact same thing as the Heretic, do not fight rockets, do not fight LML
Avoid no bubble, your only chance is lml with bubble and gimped fleet support
Rockets, fit.
no bubble

If it has a Bubble, this is an easy kill, as Eris' has gimped CPU, it has
worse CPU than an Atron while having to fit 7 guns if it has the bubble
fitted. Making it an easy kill by kiting at 8km+. Against the DPS all-in fit
with no bubble, you want to avoid it, rail fits will give you problems too.
Moderate* This ship has an optimal bonus so avoid neutrons with null. It only has
Avoid no Kite at 9km+ 2 mids so you can always run from it since it won't have both a Scram
Eris bubble Nova (Heat Scram) and a Web.

Sabres will come in 2 Varieties usually. Dual MSE with just a Scram,
and lower Tier guns, and 200mm Sabres with scram+web and single
MSE. Both of these are tough fights, when you jump into a sabre, burn
away and wait for him to MWD to you, manually lower your speed or
ctrl space occasionally while double clicking so he gains on you but try
and keep speed equal at 14-16km while he slowly gains on you so he
eats 5-6 rocket volleys before the fight starts, once you mutually scram
each other, heat Scram and Web the entire fight if possible and kite at
10km. This is a fight where the T2 Scram is very useful, You can win
but this is a hard fight and it's dependent on the Sabre pilot loading
shitty ammo choice or you flying absolutely perfectly and baiting him
into a few free missile salvos. Remember if he bubbles himself he can't
Kite at 9km+ warp so don't be afraid to leave heated Scram Range for Heated Web
Sabre Very Hard Scourge (Heat Scram) range to mitigate some more DPS.

Tactical Destroyers

T3Ds You can't beat this, Scorch S will destroy you, beam fits can track you
Confessor Avoid Inferno Various perfectly in speed mode double click away.

Kite at 9km+ You can't win all in even against LML sniper fits, and rocket fits will
Jackdaw Avoid Mjolnir (Heat Scram) obviously destroy you, if you think you've found the worst pilot alive,
you have one strategic option against terrible jackdaw pilots, and that is
to kite at 10km and hope he uses Rage Missiles while not going into
Sharpshooter Mode so the missiles expire before reaching you. Most
T3D pilots tend to be bad and only ever use defensive mode so It is
possible, against someone who knows what they're doing however, no
chance, it has a 2.5 second reload too so not like it cannot swap ammo
easily. It is very slow so remember you can run from it.

You can beat a non injected Hecate fit by kiting at 9km, and slowly
wearing it down. Do not fight Railguns, you can only hope to beat a bad
all-in / blaster Hecate that doesn't know how to press the Sharpshooter
mode button and load null. It gets 66% optimal in sharpshooter mode
which can make Null Wreck you with Neutrons, if it has lower tier guns
you can win it just takes time. Many T3D pilots are bad and will stay in
defensive mode the entire time instead of correctly going to
Kite at 9km+ sharpshooter mode so it is possible, very hard fight against someone
Hecate Very Hard Nova (Heat Scram) who knows what they're doing they'll probably force you to run

Dual MSE Dual Neut you can run from, but don't ever hope to kill it
before it kills you even with Hwail S because it has 26k EHP and 91
DPS passive regen, Artillery will usually wreck you if it has a web. You
can only kill a svipul with no web, 250 or 280mm Artillery that
aggresses you at 0km and doesn't know how to double click in space in
speed mode, again, many svipul pilots are gate campers who aren’t
used to actual fights so it is certainly possible to kill them. If you ever
AVOID jump into a svipul you need to heat MWD and burn away from them,
LIKE THE you can usually survive one volley and warp out without taking armor
Svipul PLAGUE Scourge Various damage.
Advanced Tactics

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