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EVE Online faction warfare destroyers fighting in a plex
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Fittings, roles, and 1v1 matchups for destroyers in faction warfare.

Faction Warfare Destroyer Guide

Web Edition · YC 128

Introduction

After the Uprising expansion, the faction warfare meta shifted entirely to destroyers. Scout complexes became largely unimportant, and a destroyer could run nearly every complex, making them the warzone's best ISK printer. Navy destroyers raised the stakes even further: more EHP, better projection, and more damage than T1 hulls. They could even take on cruisers.

Two years later, navy hulls are still the default tool for faction warfare pilots, and the most common destroyers on directional scanners when you are undocked. T1 destroyers remain everywhere as farm boats and cheap practice hulls—Algos, Thrasher, Coercer, and Dragoon especially.

What follows is a living guide that covers the archetypes you'll actually see in space, and all of their matchups. It includes details on the complex high ground, practical notes on when to commit, when to bail, and where a fit can be adjusted.

Considerations of the Metagame

The destroyer metagame looks quite different from the frigate metagame. Scram-kiting matters less: most destroyers, even blaster hulls, can scram-kite when they want to, thanks to the hull's built-in projection bonus. What you get instead is closer to a binary chart: kiters with high ground beat brawlers, and brawlers with high ground beat kiters.

Destroyers also run several equally viable archetypes. With a destroyer on d-scan, you often cannot tell whether it's kite or brawl. You lean on local knowledge, scouting, and sometimes assuming the worst before you slide.

One surprise for frigate pilots: most brawling fits use microwarpdrives, not an afterburner. That trades some range control against other AB brawlers for advantages that tend to win out:

  • AB destroyers are slow, and destroyer lock speed is slower than frigate lock speed. A microwarpdrive helps you catch kiters sliding into a plex.
  • The speed lets you reposition inside a plex when someone appears on d-scan while you are killing the NPC 10 km off the beacon.
  • Overpropped 10MN destroyers are real. Against a 10MN + point fit, running a microwarpdrive keeps you in the range-control fight.
  • Faction warfare is group-heavy, and group play expects a microwarpdrive. You do not want to be 60 km behind the fight.
  • The more brawlers fit a microwarpdrive, the less you are punished for fitting one yourself. That becomes a self-reinforcing loop.

Disclaimers

The guide is primarily written for solo pilots. Many of these fits are wrong for structured gang work; there are better options when you are flying with others. The example fittings are not meant to be the final word. Module tier, rig choice, and bling all matter, but each one is a solid representation of its archetype and will perform as described. Common variants (refits) will be called out, as well.

Matchup notes describe the optimal line when nothing else is in play. If you know your opponent's fit, if you have fought the same pilot twice in a row, or if local conditions differ, change the plan. Being predictable is sometimes worse than being slightly suboptimal.

Summary of the Metagame

Brawl

Hug them and win the trade. Blaster Catalyst Navy Issue is the flexible favourite for slide-ins; Cormorant Navy Issue is the one-trick that stat-checks most destroyers once both ships are stuck at zero. Soft into kiters that never let you land. Coercer Navy Issue plate + neuts and Dragoon live here when the job is to turn their tank off and grind.

Overprop

10MN lines that refuse classic MWD + scram + web opens. Catalyst Navy Issue 10mn is the gold standard; Algos practices the same fights cheap; Cormorant Navy Issue 10mn is a real overprop option with scram rails; Talwar Fleet Issue (Cradle of War) is the new thief stealing those lines while its solo meta is still forming.

Kite

Hold outside their apply — point-range DPS that punishes anyone who punches in. Coercer Navy Issue owns the band with beam or locus pulse: unmatched high-grounds damage, miserable as a pure hunter. Slow and two-mid locked, but the scariest destroyer to slide into cold.

Opportunist

Commit only when the kill is free, abort when it is not. Thrasher Fleet Issue is the fan favourite despite soft 1v1 charts — speed, 280 mm alpha into SAAR frigates, and MWD bloom tricks. T1 Thrasher teaches the same artillery / autocannon choice before Fleet prices.

Matchup Charts

++ Go for it champ Very favorable matchup
+ Try it, you might like it Favorable matchup
= Fifty-Fifty Even matchup
- Bad Idea Unfavorable matchup
-- Are you ok bud? Very unfavorable matchup
? Still figuring it out Meta unknown or not yet tested

Brawling Matchup Chart

High ground Low ground

High ground vs Low ground Blaster Catalyst Navy Issue 10mn Catalyst Navy Issue 2X Neut Coercer Navy Issue Pulse Coercer Navy Issue Dual MASB Cormorant Navy Issue Buffer Cormorant Navy Issue AC Thrasher Fleet Issue (no web) AC Thrasher Fleet Issue (web)
Blaster Catalyst Navy Issue = + -- ++ - ++ ++ ++
10mn Catalyst Navy Issue + = ++ = ++ ++ ++ ++
2X Neut Coercer Navy Issue ++ -- = ++ ++ ++ -- --
Pulse Coercer Navy Issue -- = -- = = = + =
Dual MASB Cormorant Navy Issue + - -- ++ = + ++ ++
Buffer Cormorant Navy Issue = + -- ++ - = ++ ++
AC Thrasher Fleet Issue (no web) - -- ++ - -- -- = ++
AC Thrasher Fleet Issue (web) = + ++ = - - -- =

Kiting Matchup Chart

High ground Low ground

High ground vs Low ground 10mn Catalyst Navy Issue Beam Coercer Navy Issue Pulse Coercer Navy Issue 10mn Cormorant Navy Issue Arty Thrasher Fleet Issue 280 Double-Web Thrasher Fleet Issue
10mn Catalyst Navy Issue = - - - + -
Beam Coercer Navy Issue ++ = + ++ + +
Pulse Coercer Navy Issue + - = ++ + +
10mn Cormorant Navy Issue + + + = + =
Arty Thrasher Fleet Issue - - - - = -
280 Double-Web Thrasher Fleet Issue + = = = ++ =

T1 Destroyer Matchup Chart

High ground Low ground

High ground vs Low ground 10mn Algos Brawl Algos Brawl Coercer Arty Thrasher AC Thrasher Neut Dragoon
10mn Algos = + + + + ++
Brawl Algos - = = = = -
Brawl Coercer - = = + + -
Arty Thrasher - = - = + =
AC Thrasher - = - - = -
Neut Dragoon -- + + = + =
Catalyst Navy Issue

Gallente Destroyer · CatNI

Catalyst Navy Issue

The warzone’s most flexible destroyer: blaster brawler and 10MN rail kiter in one hull.

Ship bonuses (per skill level)
10% Small Hybrid Turret damage
7.5% Armor Repairer amount
15% reduction Armor Plate mass penalty
Role bonus
50% bonus to Small Hybrid Turret optimal range and falloff

Overview

High raw DPS, strong bulkhead-rig synergy, and two archetypes that cover each other’s weaknesses. The brawler plays like a Federation Navy Comet with a better slot layout: double web and scram for range control. The kiter is an overpropped 10MN rail platform that stat-checks many matchups if you accept slower plexing.

Blaster Catalyst Navy Issue

Primary fit: Blaster Catalyst Navy Issue (example fit below). Plate + web + scram. Plate brings buffer EHP but loses to cap warfare.

Up close the blaster CatNI wins most scram fights if you land scram and web on entry. It loses to anything that can kite or scram-kite you (AC Thrasher is the classic example).

  • Refit — SAAR Web Scram: swap plate for SAAR + nos. Faster and more flexible, thinner buffer. Same role; pick for cap fights and active-tank preference.
  • Optional pocket upgrades (not separate fits): plate + SAAR with cap inject and small neut, fewer bulkheads for more damage, or Ion blasters.

10mn Catalyst Navy Issue

Primary fit: 10mn Catalyst Navy Issue (example fit below). Overpropped 10MN with 150 mm gauss. Overprop lets you slide safely against scrams. Best for pilots who care more about kills than plex efficiency.

Web-kite at 10-15 km and watch capacitor. Snake and Genos implants pay for themselves here.

  • Refit — 10mn 125mm: T2 125 mm rails + disruptor. Harder to catch, lower raw DPS. Same kite role; use when you want tracking and escape over alpha.

Example fits

Catalyst Navy Issue
[NVY]

Blaster Catalyst Navy Issue

Plate + web + scram blaster brawler. High buffer EHP wins most close-range destroyer scram fights. Refit: SAAR Web Scram (active tank + nos).

View fitting
Catalyst Navy Issue
[NVY]

10mn Catalyst Navy Issue

Overpropped 10MN rail kiter (150mm gauss). Slippery scram-kite that controls range. Refit: 10mn 125mm (T2 rails, harder to catch, less raw DPS).

View fitting

Matchups · Blaster Catalyst Navy Issue

Ignoring kiting fits. Brawler vs brawler lines.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue Favoured

    Load Void

    Approach, F1, orbit 500. Good fight.

  • Coercer Navy Issue
    2X Neut Coercer Navy Issue Unfavoured

    Load Void

    Double-neut Coercer DPS is awful, but the cap wall is real. With a nos you might steal it, but most likely you lose.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (web) Skill check

    Load Void

    With high ground, hug the beacon and land scram + web: you win. On a slide, or if they establish scram-kite range, you are probably dead.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (no web) Favoured

    Load Void

    Approach, F1, orbit 500.

  • Cormorant Navy Issue
    Dual MASB Cormorant Navy Issue Unfavoured

    Load Null

    Straight stat check: you lose if they rep well. Scram-kite with Null; if they swap to Null, ram back in on a Void reload.

  • Cormorant Navy Issue
    Buffer Cormorant Navy Issue Favoured

    Load Null

    Stat check in your favour. Scram-kite with Null.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue mirror Skill check

    Load Null

    Scram-kite: they likely have Void loaded. Force a reload, or bait Null and ram on Void.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Coinflip

    Load Void

    Approach, F1, heat prop. If it turns bad, burn opposite: they struggle to keep point.

Matchups · 10mn Catalyst Navy Issue

Web-kiter at 10-15 km.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue Favoured

    Stay out of Conflag and neut range; hold Antimatter range. Stat-check win: they cannot hold you, so leave anytime.

  • Coercer Navy Issue
    2X Neut Coercer Navy Issue Favoured

    Get out of neut range immediately.

  • Coercer Navy Issue
    Beam Coercer Navy Issue (or Locus Pulse) Unfavoured

    Very bad. Punching a beam Coercer at 20 km gets you deleted.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (web) Skill check

    Heat AB and pray they are mediocre: otherwise you get munched. With high ground, make them crawl into Hail range as long as possible.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (no web) Favoured

    Range control vs a close-range weapon: you are fine.

  • Thrasher Fleet Issue
    Arty Thrasher Fleet Issue Favoured

    Stat-check win, but you will not hold them: agility gap.

  • Thrasher Fleet Issue
    280 Double-Web Thrasher Fleet Issue Disengage

    Align out and warp.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Unfavoured

    They run you down. Heat prop and pray; with high ground, make them crawl to you first.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue mirror Coinflip

    Load Antimatter

    Neither holds the other well. Ram with Antimatter: heat, skills, and drugs decide it.

  • Cormorant Navy Issue
    Dual MASB Cormorant Navy Issue Favoured

    Range control: easy win.

  • Cormorant Navy Issue
    Buffer Cormorant Navy Issue Favoured

    Same as Blaster Catalyst Navy Issue but easier: slower, less EHP.

Coercer Navy Issue

Amarr Destroyer · CoercerNI

Coercer Navy Issue

Peak laser DPS and neut pressure: held back by two mids and slow speed.

Ship bonuses (per skill level)
7.5% Ship armor hitpoints
7.5% Small Energy Turret damage
10% reduction Small Energy Turret activation cost
10% reduction Energy Neutralizer activation cost
10% Energy Neutralizer strength
Role bonus
50% bonus to Small Energy Turret optimal range and falloff

Overview

Massive tank bonus, best-in-class small lasers, and a huge neut bonus: almost the peak destroyer. Two mids, second-slowest speed in class (Cormorant is slower), and an armor-bonus hull mean you usually lose range control in brawls. You win blaster fights with neuts and kiters with Scorch projection.

2X Neut Coercer Navy Issue

Primary fit: 2X Neut Coercer Navy Issue (example fit below). Double neut trades a gun for cap warfare: with hull bonus, two neuts drain like three unbonused smalls and cap out most destroyers in a couple of heated cycles.

  • Do not cap yourself: turn off one neut after 2-3 heated cycles.
  • Neut range is short: hug at 2-3 km. If they escape neut range and you are on Scorch, you are probably losing the DPS race.
  • Refit — 2X Neut No-Prop: drop prop for web + locus. Scorch reaches point range; kiters slide on you freely. Use when you expect a straight brawl, not a chase.

Pulse Coercer Navy Issue

Primary fit: Pulse Coercer Navy Issue (example fit below). Pure DPS without the neut trump card: Scorch projection still helps vs kiters at point, but blaster brawlers can win the straight fight.

Keep at least one neut on any Coercer brawl you invent yourself: otherwise an AB + web frigate orbits you to death.

  • Refit — AB Pulse: afterburner instead of MWD for tighter range control and no MWD sig bloom. Same brawl role.

Beam Coercer Navy Issue

Primary fit: Beam Coercer Navy Issue (example fit below). Better at kiting ranges despite tracking. X-Ray (~20 km), Gamma (~17 km), Multifreq (~13 km) DPS bands. CPU-tight: storyline point, Geno pod, rolled heatsinks, event boosters all help.

  • Refit — Locus Pulse: pulse guns + locus rigs. Do not punch into a plex to brawl: sit inside and delete entrants at point range.
  • Refit — Web Beam: dual web, no point/scram. Hold 8-9 km off the beacon for tracking. Meme build: if they get under your guns you are in trouble.

Upgrades

Genos / Amulets are the easy win. Mutaplasmids on meta neuts are cheap; spare PG (and CPU on the no-prop fit) helps good rolls.

Example fits

Coercer Navy Issue
[NVY]

2X Neut Coercer Navy Issue

Classic 2X neut brawler with MWD. Drain cap-reliant targets, then grind at scram range. Refit: 2X Neut No-Prop (web + locus, slower, more control).

View fitting
Coercer Navy Issue
[NVY]

Pulse Coercer Navy Issue

Pulse MWD brawler with a full gun rack. Pure scram-range DPS. Refit: AB Pulse (tighter range control, no MWD sig bloom).

View fitting
Coercer Navy Issue
[NVY]

Beam Coercer Navy Issue

Beam kiter with tracking enhancer for falloff fights. Refits: Locus Pulse Coercer (sit on beacon); Web Beam Coercer (dual web meme, no point).

View fitting

Matchups · 2X Neut Coercer Navy Issue

Ignoring kiting fits.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue Favoured

    Heat neuts: win the cap war.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (web or not) Skill check

    Heat neuts to stay in range; watch the DPS race; warp if losing.

  • Cormorant Navy Issue
    Dual MASB / Buffer Cormorant Navy Issue Favoured

    Easy: they cannot fight neuts.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Favoured

    Stay in neut range even through a nos.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Unfavoured

    Hard. MWD in for optimal neut range; cap management is everything.

Matchups · Pulse Coercer Navy Issue

Not the 2X Neut line.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue mirror Coinflip

    Load Conflag

    Ram, heat, let the dice roll.

  • Coercer Navy Issue
    2X Neut Coercer Navy Issue Unfavoured

    Probably losing: counterneut, align out; cap pressure makes tackle slip.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (shield, no web) Favoured

    Load Conflag

    Easy stat check.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (armor + web) Coinflip

    Load Conflag

    Coinflip on fit. Orbit = Multifrequency; range = Conflag + heat.

  • Thrasher Fleet Issue
    Arty Thrasher Fleet Issue (outside scram) Coinflip

    Load Scorch

    You can often force them out with Scorch: keep moving, make them turn risky to hold point.

  • Cormorant Navy Issue
    Dual MASB Cormorant Navy Issue Unfavoured

    Load Conflag

    Lose if they reach blaster range. Start at edge of Conflag range.

  • Cormorant Navy Issue
    Buffer Cormorant Navy Issue Unfavoured

    Load Conflag

    Paper win possible; close orbit = toast. Start away from beacon.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Unfavoured

    Straight stat check: you lose.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Unfavoured

    Never hold in Conflag; Scorch vs Antimatter DPS race, and they leave whenever they want.

Matchups · Beam Coercer Navy Issue

Beam primary (or Locus Pulse / Web Beam refits): with high ground.

  • All brawl fits Favoured

    Kite them: do not get caught; heat prop correctly. Swap ammo as needed.

  • All kiting fits Favoured

    Nothing matches your DPS/EHP at point range with high ground.

  • Coercer Navy Issue
    Self (punching into plex) Unfavoured

    If you get bored and slide in, expect to die when someone scrams you correctly.

Thrasher Fleet Issue

Minmatar Destroyer · TFI

Thrasher Fleet Issue

Bad on paper, popular in the cockpit: speed, alpha, and sig bloom for manual pilots.

Ship bonuses (per skill level)
5% Small Projectile Turret damage
5% Small Projectile Turret rate of fire
15% reduction Microwarpdrive signature radius penalty
Role bonus
50% bonus to Small Projectile Turret optimal range and falloff

Overview

Worst navy destroyer on paper in many 1v1 charts: most loved in the cockpit anyway. Minmatar roleplay, 280 mm alpha dopamine, or MWD sig-reduction for manual piloting: pick your poison. Excellent for punching up and down; underwhelming in pure destroyer mirrors.

Arty Thrasher Fleet Issue

Primary fit: Arty Thrasher Fleet Issue (example fit below). The default TFI. 280s are hard to fit but projection wins kiting matchups. You lose to 10mn Catalyst Navy Issue and Beam/Pulse Coercer on chart: but you are MUCH faster. Disengage losing fights; slide on brawlers with a reasonable (not guaranteed) scram escape.

  • PG problem: 3 lows + 2 mids + compact MWD needs 0.9 PG you do not have: ACR rig or overdrive/nano in lows.
  • TD instead of web helps vs CoercerNI and CatNI (Genos + Pyfa). Sig bonus helps orbit + web.
  • Refit — 280mm ACR: meta MWD/gyro/rig polish on the same kite frame. Prefer this once you are comfortable with 280s.
  • Refit — 280 Overdrive: simpler/faster entry 280. More speed, less alpha than ACR.
  • Refit — 280 Double Web: AB + dual web meme. Punches kiters who assume you are a 5MN kite; no point means they can warp.

AC Thrasher Fleet Issue

Primary fit: AC Thrasher Fleet Issue (example fit below). Scram-kite vs blaster-heavy hulls; open by kiting, commit to brawl range only when ready.

  • Refit — Shield ACs: MSE + neut instead of plate/rocket. More speed and buffer mobility; loses some EHP and range control vs CatNI/CormNI. AB + web frigates hurt unless the neut lands.

Example fits

Thrasher Fleet Issue
[NVY]

AC Thrasher Fleet Issue

Armor autocannon brawler with rocket launcher. Scram, web, MWD into range. Refit: Shield ACs (MSE + neut, more speed, less buffer).

View fitting
Thrasher Fleet Issue
[NVY]

Arty Thrasher Fleet Issue

Default TFI: 280mm artillery kiter. Fight on your terms; if you get tackled, you die. Refits: 280mm ACR (meta MWD/rig); 280 Overdrive (entry/speed); 280 Double Web (AB meme).

View fitting

Matchups · Arty Thrasher Fleet Issue

Hull-tank artillery kiter.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Unfavoured

    Load Fusion

    Stat-check loss: they outrun your tracking abuse and out-EHP/out-DPS you. Dip when it is over.

  • Coercer Navy Issue
    Pulse / Beam Coercer Navy Issue (kiting) Unfavoured

    Load Fusion

    Web + transversal is your only shot. Punching a setup kiter: heat away and leave.

  • Coercer Navy Issue
    Pulse / 2X Neut Coercer Navy Issue (brawl) Skill check

    Load Fusion

    Focused pulse: orbit at point edge: they usually force you out. Dual light: dead past 17 km: keep moving.

  • Cormorant Navy Issue
    Cormorant Navy Issue (brawl) Favoured

    Load EMP

    Little they can do sliding in. Even scrammed, 280 alpha + web often kills active tank.

  • Thrasher Fleet Issue
    Arty Thrasher Fleet Issue mirror Coinflip

    Load Plasma

    Heat everything: hit quality decides it.

Matchups · AC Thrasher Fleet Issue (Shield)

Excluding kiting fits.

  • General 1v1 Unfavoured

    Terrible solo fit: heat, F1, pray. High ground: Barrage-kite Catalyst/Cormorant Navy Issue, then Hail commit (never kite a Coercer Navy Issue). Reliable win: other Thrashers: ammo coinflip.

Matchups · AC Thrasher Fleet Issue (Armour)

Excluding kiting fits.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Skill check

    Load Hail

    Stressful: they close to Void. Scram around 8 km; on slide start 10 km out and burn as lock lands.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Unfavoured

    Load Hail

    Far from beacon vs 10MN = unwinnable (same speed, web both, they out-DPS outside Hail). Intel says 10MN: hug beacon, preload Hail, heat MWD cycle 2 (cycle 1 they are slower). Far start vs 10MN: leave.

  • Coercer Navy Issue
    Coercer Navy Issue (brawl) Coinflip

    Load Hail

    Keep ~1500 m. Coinflip on their tank spec (exp/kin vs not).

  • Cormorant Navy Issue
    Cormorant Navy Issue (brawl) Unfavoured

    No range control, cannot scram-kite their optimal bonus, cannot Hail through shield: avoid.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue mirror Coinflip

    Load Hail

    Sad coinflip without scout. Hail covers armor; shield opponents kill you anyway (extra gyro + 15% Hail). No web on them: align, heat web, pray scram drops before you pop.

Cormorant Navy Issue

Caldari Destroyer · CormNI

Cormorant Navy Issue

Slow and narrow: but at brawl range it stat-checks most of the class.

Ship bonuses (per skill level)
5% Small Hybrid Turret damage
10% Small Hybrid Turret optimal range
10% Shield Booster amount
Role bonus
50% bonus to Small Hybrid Turret optimal range and falloff

Overview

Opposite of the TFI: often the most disliked navy destroyer. Too slow to kite at point; built for sniping in theory. Regular Cormorant is cheaper (~20M) for pure snipe. Shield-booster bonus is slot-inefficient: one MASB is not enough tank; MSB needs cap inject and eats mids.

Redeeming quality: brawl range. Tank + damage stack high; optimal bonus resists scram-kite. AB over MWD for range control and double-MASb fitting room.

Dual MASB Cormorant Navy Issue

Primary fit: Dual MASB Cormorant Navy Issue (example fit below). Standard blue pill (or improved) + hardshell. MG-Crystal pod is cost-effective; skip abyssals: tight fit, MASBs are hard to roll.

  • Refit — Dual MASB Ions: same burst-shield brawl with ions for slightly more reach. Pick neutrons or ions to taste; not a different role.

Buffer Cormorant Navy Issue

Primary fit: Buffer Cormorant Navy Issue (example fit below). Ignore active-tank bonus; single MSE. Worse CatNI on paper: you play the surprise MWD + web angle. Snake pod + speed drug scrams kiters who thought you were slow. Lose brawl supremacy vs Dual MASB lines; bling MSE required: do not cheap out.

10mn Cormorant Navy Issue

Primary fit: 10mn Cormorant Navy Issue (example fit below). Anomaly on paper, strong in practice: 10MN + scram + active tank + 75 mm rails. Antimatter close, Iridium for kiters. Stat-check at scram; range control vs 5MN/web brawlers.

  • Terrible agility: 10MN range control is hard; easy to overshoot.
  • 100M+ ISK mostly Pithum C-type MSB.
  • Blue pill, improved blue pill, hardshell, crystal pod: face-tanks most destroyers 1v1; blobbed once recognized.

Example fits

Cormorant Navy Issue
[NVY]

Dual MASB Cormorant Navy Issue

Dual MASB neutron brawler for scram brawls. Refit: Dual MASB Ions Cormorant (slightly more reach, same concept).

View fitting
Cormorant Navy Issue
[NVY]

Buffer Cormorant Navy Issue

Surprise MWD buffer with RF MSE. Looks like a kiter until you scram and brawl.

View fitting
Cormorant Navy Issue
[NVY]

10mn Cormorant Navy Issue

10MN rail scram-kite with cap booster and Pithum MSB. 75mm rails for mid-range pressure under scram.

View fitting

Matchups · Dual MASB Cormorant Navy Issue

AB + double MASB brawler.

  • Coercer Navy Issue
    2X Neut Coercer Navy Issue Unfavoured

    Neuted out: you die.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue Favoured

    Load Void

    Close ASAP: you win. They kite: leave. High ground: easy.

  • Cormorant Navy Issue
    Dual MASB Cormorant Navy Issue mirror Coinflip

    Load Null

    Scram-kite; hope they have Void loaded.

  • Cormorant Navy Issue
    Buffer Cormorant Navy Issue Favoured

    Easier than MASB mirror.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Favoured

    Load Void

    Hug them: stat check.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Unfavoured

    They kite you to death.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue Favoured

    Load Void

    Stat check.

  • Thrasher Fleet Issue
    280 Double-Web Thrasher Fleet Issue Disengage

    Align out and warp.

  • Thrasher Fleet Issue
    Arty Thrasher Fleet Issue Skill check

    Load Void

    Win if you scram: watch reps, arty alpha hurts.

Matchups · Buffer Cormorant Navy Issue

MSE + MWD surprise brawler.

  • Coercer Navy Issue
    2X Neut Coercer Navy Issue Unfavoured

    Neuted out: you die.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue Favoured

    Load Void

    Close ASAP: you win.

  • Cormorant Navy Issue
    Dual MASB Cormorant Navy Issue Unfavoured

    Stat check: you lose.

  • Cormorant Navy Issue
    Buffer Cormorant Navy Issue mirror Coinflip

    Load Null

    Scram-kite.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Unfavoured

    Load Null

    Better Catalyst (faster, more EHP). Trick win: Null scram-kite, Void ram on their Null reload.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Coinflip

    Can run them down: close, depends on start range.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue Favoured

    Load Void

    Hug them: easy win.

  • Thrasher Fleet Issue
    280 Double-Web Thrasher Fleet Issue Disengage

    Align out and warp.

Matchups · 10mn Cormorant Navy Issue

Pithum MSB + cap booster bling line.

  • Coercer Navy Issue
    2X Neut Coercer Navy Issue Skill check

    Leave neut range fast: heat AB, heat cap inject, ease off reps (-1 gun hurts their DPS). Manual orbit ~8 km once clear.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue Coinflip

    Manual orbit at scram edge: spicy vs best DPS type into you.

  • Coercer Navy Issue
    Beam / Pulse Coercer Navy Issue (kite) Unfavoured

    Dead unless heavily blinged (crystal pod): trans-match beam DPS wins.

  • Thrasher Fleet Issue
    Arty Thrasher Fleet Issue Favoured

    Perfect hits needed to break tank: pepper with Thorium/Iridium; they leave without scram.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue Favoured

    Load Antimatter

    Scram range: nothing they can do.

  • Cormorant Navy Issue
    Cormorant Navy Issue (brawl) Favoured

    Scram-kite: you have range control.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Favoured

    Cannot break your tank: cannot hold them either.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Favoured

    Load Antimatter

    Scram range: easy win.

Talwar Fleet Issue

Minmatar Destroyer · TalFI

Talwar Fleet Issue

Brand-new rocket brawler: scram-range burst with 10MN range control, still finding its place in the metagame.

Ship bonuses (per skill level)
7.5% Light Missile and Rocket rate of fire
7.5% Shield Operation amount
7.5% Light Missile and Rocket explosion velocity
Role bonus
50% bonus to Light Missile and Rocket max velocity

Overview

Released with Cradle of War (YC 128), the Talwar Fleet Issue is the newest hull in the navy destroyer lineup. Solo meta is still being defined: pilots are experimenting, and most matchup charts below are early reads rather than settled wisdom.

The standout solo line so far is a 10MN afterburner rocket brawler. Five launchers, MASB burst tank, and scram range control let you stat-check many classic MWD + scram + web destroyers. It is harder to fly than the numbers suggest because 10MN range control takes practice.

Light-missile fleet fits exist but early reports are poor: the hull wants to be up close with rockets, not orbiting at missile falloff in a gang.

10mn Talwar Fleet Issue

Primary fit: 10mn Talwar Fleet Issue (example fit below). Dato Koppla's line: Navy MAPC, BCS, DC in lows; 10MN AB, scram, MASB, and multispec hardener in mids; five rocket launchers with Scourge Rage. Bay loading accelerator and shield resist rigs push alpha.

Strengths: beats most AC Thrasher Fleet Issues, Blaster Catalyst Navy Issues, and Dual MASB Cormorants if you land scram and manage the 10MN slide. Pulse/Beam Coercers with projection are awkward: their DPS at range is scary, but only two mids means you can usually bail if the fight turns.

Weaknesses: Beam and Locus Pulse Coercers, 10mn Catalyst Navy Issues, and Arty Thrasher Fleet Issues are still open questions. Cap and MASB timing matter; overheating the AB wrong leaves you scrammed at the wrong range.

Example fits

Talwar Fleet Issue
[NVY]

10mn Talwar Fleet Issue

10MN afterburner rocket brawler with MASB burst tank. Early solo meta: beats many MWD + scram + web destroyers when you manage the slide.

View fitting

Matchups · 10mn Talwar Fleet Issue

Early solo meta. Ratings marked ? are still being tested.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (web) Favoured

    Load Scourge Rage

    Classic MWD + scram + web dessie line: you win most of these if you control the 10MN slide.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue (no web) Favoured

    Load Scourge Rage

    Easier than the web variant: less range control against you once scram lands.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Favoured

    Load Scourge Rage

    Another MWD brawler you can stat-check at scram range with good AB heat.

  • Cormorant Navy Issue
    Dual MASB Cormorant Navy Issue Favoured

    Load Scourge Rage

    Win the scram brawl if you keep them from establishing optimal blaster range on the slide.

  • Cormorant Navy Issue
    Buffer Cormorant Navy Issue Favoured

    Load Scourge Rage

    Same story as the MASB line: commit once scram is up.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue Skill check

    Load Scourge Rage

    Tough when they have Scorch projection, but only two mids: heat AB and leave if neut/scram pressure goes wrong.

  • Coercer Navy Issue
    Beam Coercer Navy Issue (or Locus Pulse) Unfavoured

    Load Scourge Rage

    Projection hurts. Two mids means you can usually disengage; do not punch into a setup kiter.

  • Coercer Navy Issue
    2X Neut Coercer Navy Issue ?

    Cap pressure vs burst tank is untested. Treat as ? until more fights land.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue ?

    Both want range control with 10MN. No settled read yet.

  • Thrasher Fleet Issue
    Arty Thrasher Fleet Issue ?

    Alpha and web vs your AB and scram. Still collecting data.

  • Talwar Fleet Issue
    10mn Talwar Fleet Issue mirror ?

    Too new for a reliable mirror line.

Algos

Gallente Destroyer · Algos

Algos

Cheap Gallente destroyer: drones carry DPS while rails or ACs set the range.

Ship bonuses (per skill level)
10% Small Hybrid Turret tracking
10% Drone hitpoints
10% Drone damage
10% Drone max velocity
Role bonus
50% bonus to Small Hybrid Turret optimal range and falloff

Overview

The Algos is the T1 destroyer you see most after the navy hulls. Two medium drones and three lights mean a large chunk of your DPS does not care which guns you fit—range control and prop choice decide the fight more than hybrid vs projectile.

Solo lines are a 10MN rail web-kite and a close MASB/plate autocannon brawl. For LP grinding and multi-boxing, undock the Farm Algos instead of a duel fit.

10mn Algos

Primary fit: 10mn Algos (example fit below). Overpropped AB, web, point, 75 mm rails, SAAR, drone damage amp. Hold web-kite range and let drones work; rails add pressure once the target is slowed.

If they never tackle you, the race often tips your way. Heat the AB when a scram catches the prop wrong.

Brawl Algos

Refit — Brawl: MWD, MASB, scram, 200 mm autocannons, plate + SAAR. Higher close-range DPS; worse into clean kiters. Same drone stack.

Farm Algos

Farm / multi-box line: triple MSE buffer, double compact DDA, one cheap AC for aggro, CDFE rigs. Drones do the work—swap race for rats. Not a duel fit; switch to 10mn or brawl when you want a real fight.

Example fits

Algos
[NVY]

10mn Algos

Overpropped rail/drone web-kite. Hold range, apply rails, let drones work. Refit: AC brawl for close MASB fights.

View fitting
Algos
[NVY]

Brawl Algos

MWD MASB autocannon brawler with plate and SAAR. Close-range T1 duel line.

View fitting
Algos
[NVY]

Farm Algos

Triple-MSE drone farmer for plex grinding and multi-boxing. Not a duel fit.

View fitting

Matchups · 10mn Algos

Overpropped rail/drone web-kite.

  • Thrasher
    AC Thrasher Favoured

    Hold web range. They want to close; you want time for drones.

  • Thrasher
    Arty Thrasher (280) Skill check

    Alpha hurts. Stay mobile; leave if the first salvos land clean.

  • Dragoon
    Neut Dragoon Favoured

    Stay out of neut range. Their DPS is soft if the cap pressure never starts.

  • Coercer
    Brawl Coercer Favoured

    Hold web range. They want to close under scram; you want time for drones.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Unfavoured

    Navy brawler. Decline cold slides; take them only if they misrange hard.

  • Catalyst Navy Issue
    10mn Catalyst Navy Issue Unfavoured

    Same job, better hull. Pick fights they misplay.

  • Algos
    10mn Algos mirror Coinflip

    Drones, rails, and who holds web first.

Matchups · Brawl Algos

MWD MASB AC brawler.

  • Thrasher
    AC Thrasher Coinflip

    Scram race. Your drones help; their ACs hit hard.

  • Dragoon
    Neut Dragoon Unfavoured

    Cap wall. Nos and short trades only; long orbats lose.

  • Coercer
    Brawl Coercer Coinflip

    Scram race. Lasers track; your drones help if you stay alive.

  • Algos
    10mn Algos Skill check

    Close hard on the slide or they kite you out.

Thrasher

Minmatar Destroyer · Thrasher

Thrasher

Cheap Minmatar destroyer: artillery deletes frigates; ACs trade at scram.

Ship bonuses (per skill level)
5% Small Projectile Turret damage
7.5% Small Projectile Turret tracking speed
10% Small Projectile Turret optimal range
Role bonus
50% bonus to Small Projectile Turret optimal range and falloff

Overview

If you fly Matari, this is the cheap hull before a Thrasher Fleet Issue. Artillery wins by alpharing thin frigates before they land control. Autocannons are the line when you expect another destroyer at scram range.

Two mids force hard choices: double web without tackle for 280 volleys, or scram + tank for AC brawls. 10MN 250 mm kite fits exist when you want tackle and a longer fight.

Arty Thrasher

Primary fit: Arty Thrasher (example fit below). MWD, double web, 280s, gyro, bulkheads. No scram: you win the DPS race or both of you leave. Strong into Scout/Small frigates; awkward into tanky navy destroyers that shrug alpha.

AC Thrasher

Refit — AC: MWD, MSE, scram, 200 mm autocannons, neut, gyros. Better destroyer duel than 280 gank; worse into frigates that hold you at 8–10 km.

Example fits

Thrasher
[NVY]

Arty Thrasher

280 double-web artillery gank. No scram—volley frigates or leave. Refit: AC scram MSE for destroyer duels.

View fitting
Thrasher
[NVY]

AC Thrasher

MWD MSE scram autocannon brawler with a neut. Better destroyer duel than 280 gank.

View fitting

Matchups · Arty Thrasher

280 double-web, no scram.

  • Federation Navy Comet / Hookbill (frigate) Favoured

    This is the fit’s job. Land webs, volley, do not let them hug for free.

  • Thrasher
    AC Thrasher Skill check

    Alpha vs sustained. Keep range; a scram AC that closes wins the long race.

  • Algos
    10mn Algos Skill check

    Kill drones / track rails. If the fight goes long, they may grind you.

  • Dragoon
    Neut Dragoon Skill check

    Burst them before neuts cycle you dry. Leaving mid-fight is fine.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Unfavoured

    Navy tank shrugs alpha. Decline unless they land poorly.

  • Thrasher Fleet Issue
    AC Thrasher Fleet Issue Unfavoured

    Same role, better hull. Expect to lose even trades.

Matchups · AC Thrasher

MWD MSE scram AC.

  • Algos
    Brawl Algos Coinflip

    Scram and heat. Watch drones.

  • Dragoon
    Neut Dragoon Unfavoured

    Cap pressure ends AC fits. Short fight or leave.

  • Thrasher
    Arty Thrasher Skill check

    Close under the artillery.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Unfavoured

    Navy buffer and DPS. High ground and a mistake required.

Coercer

Amarr Destroyer · Coercer

Coercer

Cheap Amarr destroyer: eight lasers, two mids, MWD + scram pulse brawl.

Ship bonuses (per skill level)
10% Small Energy Turret tracking
10% reduction Small Energy Turret capacitor use
10% Small Energy Turret optimal range
Role bonus
50% bonus to Small Energy Turret optimal range and falloff

Overview

Lasers track well and reach farther than most T1 gun fits, so the Coercer still shows up for cheap. Two mids mean tank + tackle leaves no web—the usual solo line is an MWD scram pulse brawl.

Dual Light Pulses with a 400 mm plate are the common FW duel fit. Scorch when you need reach under point; Conflag or Multifreq once you are in their face.

Brawl Coercer

Primary fit: Brawl Coercer (example fit below). MWD, scram, eight Dual Light Pulse IIs, plate + coating, triple Trimark. Land scram, control transversal, heat the MWD on the close.

Example fits

Coercer
[NVY]

Brawl Coercer

MWD scram Dual Light Pulse plate brawler. Close-range T1 duel line.

View fitting

Matchups · Brawl Coercer

MWD scram Dual Light Pulse plate.

  • Thrasher
    AC Thrasher Favoured

    Scram race. Tracking and tank usually win even trades.

  • Algos
    10mn Algos Skill check

    Close the slide or they kite. Do not orbit at their web range.

  • Dragoon
    Neut Dragoon Unfavoured

    Cap wall. Short burn or leave before neuts stick.

  • Catalyst Navy Issue
    Blaster Catalyst Navy Issue Unfavoured

    Navy hull out-tanks you. Decline unless they misrange hard.

  • Coercer Navy Issue
    Beam Coercer Navy Issue Disengage

    Do not punch a navy laser boat holding range.

Dragoon

Amarr Destroyer · Dragoon

Dragoon

Cap warfare destroyer: three small neuts turn fights off—if they take them.

Ship bonuses (per skill level)
10% Drone hitpoints / damage / max velocity
20% Energy Neutralizer / Nosferatu optimal and falloff
Role bonus
Drone and capacitor-warfare focused Amarr T1 destroyer (5-3-4)

Overview

You win on capacitor, not DPS. Three small neuts with a compact cap booster shut down active tanks, MWDs, and laser boats that stay too long. Raw damage is mediocre; expect people to decline once they d-scan the hull.

Solo fits put three neuts and two light guns in the highs, MWD + cap booster + scram in the mids, and either a plate or SAAR + drone amps in the lows. Scram and point are interchangeable.

Neut Dragoon

Primary fit: Neut Dragoon (example fit below). Plate + drone amp for longer trades. Damage-leaning refits drop the plate for a second drone amp and SAAR when you already own the scram.

Example fits

Dragoon
[NVY]

Neut Dragoon

Three small neuts, MWD, compact cap booster, scram. Drain active tanks, then grind. Plate + drone amp for longer trades.

View fitting

Matchups · Neut Dragoon

Three small neuts, MWD scram.

  • Thrasher
    AC Thrasher Favoured

    Cap them out, then grind. Do not let them volley you down before cycle three.

  • Algos
    Brawl Algos Favoured

    Same story. Watch drones while neuts land.

  • Algos
    10mn Algos Unfavoured

    They may never enter neut range. Decline or force a scramble.

  • Coercer
    Brawl Coercer Favoured

    Cap pressure ends pulse fits that stay too long. Establish neuts early.

  • Coercer Navy Issue
    Pulse Coercer Navy Issue Unfavoured

    Navy laser + tank. Cap helps; DPS usually does not.

  • Coercer Navy Issue
    2X Neut Coercer Navy Issue Unfavoured

    They brought more neuts and more hull.

  • Dragoon
    Neut Dragoon mirror Skill check

    Who cycles first and who heats the booster wrong.

Glossary

Brawling
Fighting up close within damage range of the enemy.
High grounds
The pilot already inside the plex. Most fights start with a slide-in; the inside pilot sets the opening range.
Kiting
Staying outside the enemy’s effective range while still applying damage.
Low grounds
The pilot outside the plex. You can scout and choose when to initiate, but you start at a range disadvantage.
MSB
Medium Shield Booster
MASB
Medium Ancillary Shield Booster
Neuts
Energy neutralizers
Plex
Faction warfare complex: a gated (or, for Open, ungated) deadspace site where most FW fights happen.
SAAR
Small Ancillary Armor Repairer
Scram-kiting
Kiting at the edge of scrambler range (roughly 8-9 km).
Web-kiting
Kiting at the edge of webifier range (roughly 10-15 km depending on hull and web).

Additional Resources

This web edition builds on Furl0w’s First Edition · YC 126 . The links below go deeper—original source, yearly meta references, and related guides on this site.

"This is badass"

- Casper24

"It's a great guide, good work"

- Dato Koppla

Special thanks from the First Edition to Jakub Tivianne, Thehin Zamayid, the FL33T and BSB discords, and Faye Vaelent for design and editing.