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
Kiting Matchup Chart
High ground → Low ground
T1 Destroyer Matchup Chart
High ground → Low ground
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
[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).
[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).
Matchups · Blaster Catalyst Navy Issue
Ignoring kiting fits. Brawler vs brawler lines.
-
Pulse Coercer Navy Issue Favoured
Load Void
Approach, F1, orbit 500. Good fight.
-
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.
-
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.
-
AC Thrasher Fleet Issue (no web) Favoured
Load Void
Approach, F1, orbit 500.
-
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.
-
Buffer Cormorant Navy Issue Favoured
Load Null
Stat check in your favour. Scram-kite with Null.
-
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.
-
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.
-
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.
-
2X Neut Coercer Navy Issue Favoured
Get out of neut range immediately.
-
Beam Coercer Navy Issue (or Locus Pulse) Unfavoured
Very bad. Punching a beam Coercer at 20 km gets you deleted.
-
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.
-
AC Thrasher Fleet Issue (no web) Favoured
Range control vs a close-range weapon: you are fine.
-
Arty Thrasher Fleet Issue Favoured
Stat-check win, but you will not hold them: agility gap.
-
280 Double-Web Thrasher Fleet Issue Disengage
Align out and warp.
-
Blaster Catalyst Navy Issue Unfavoured
They run you down. Heat prop and pray; with high ground, make them crawl to you first.
-
10mn Catalyst Navy Issue mirror Coinflip
Load Antimatter
Neither holds the other well. Ram with Antimatter: heat, skills, and drugs decide it.
-
Dual MASB Cormorant Navy Issue Favoured
Range control: easy win.
-
Buffer Cormorant Navy Issue Favoured
Same as Blaster Catalyst Navy Issue but easier: slower, less EHP.
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
[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).
[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).
[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).
Matchups · 2X Neut Coercer Navy Issue
Ignoring kiting fits.
-
Pulse Coercer Navy Issue Favoured
Heat neuts: win the cap war.
-
AC Thrasher Fleet Issue (web or not) Skill check
Heat neuts to stay in range; watch the DPS race; warp if losing.
-
Dual MASB / Buffer Cormorant Navy Issue Favoured
Easy: they cannot fight neuts.
-
Blaster Catalyst Navy Issue Favoured
Stay in neut range even through a nos.
-
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.
-
Pulse Coercer Navy Issue mirror Coinflip
Load Conflag
Ram, heat, let the dice roll.
-
2X Neut Coercer Navy Issue Unfavoured
Probably losing: counterneut, align out; cap pressure makes tackle slip.
-
AC Thrasher Fleet Issue (shield, no web) Favoured
Load Conflag
Easy stat check.
-
AC Thrasher Fleet Issue (armor + web) Coinflip
Load Conflag
Coinflip on fit. Orbit = Multifrequency; range = Conflag + heat.
-
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.
-
Dual MASB Cormorant Navy Issue Unfavoured
Load Conflag
Lose if they reach blaster range. Start at edge of Conflag range.
-
Buffer Cormorant Navy Issue Unfavoured
Load Conflag
Paper win possible; close orbit = toast. Start away from beacon.
-
Blaster Catalyst Navy Issue Unfavoured
Straight stat check: you lose.
-
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.
-
Self (punching into plex) Unfavoured
If you get bored and slide in, expect to die when someone scrams you correctly.
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
[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).
[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).
Matchups · Arty Thrasher Fleet Issue
Hull-tank artillery kiter.
-
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.
-
Pulse / Beam Coercer Navy Issue (kiting) Unfavoured
Load Fusion
Web + transversal is your only shot. Punching a setup kiter: heat away and leave.
-
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 (brawl) Favoured
Load EMP
Little they can do sliding in. Even scrammed, 280 alpha + web often kills active tank.
-
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.
-
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.
-
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 (brawl) Coinflip
Load Hail
Keep ~1500 m. Coinflip on their tank spec (exp/kin vs not).
-
Cormorant Navy Issue (brawl) Unfavoured
No range control, cannot scram-kite their optimal bonus, cannot Hail through shield: avoid.
-
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.
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
[NVY]
Dual MASB Cormorant Navy Issue
Dual MASB neutron brawler for scram brawls. Refit: Dual MASB Ions Cormorant (slightly more reach, same concept).
[NVY]
Buffer Cormorant Navy Issue
Surprise MWD buffer with RF MSE. Looks like a kiter until you scram and brawl.
[NVY]
10mn Cormorant Navy Issue
10MN rail scram-kite with cap booster and Pithum MSB. 75mm rails for mid-range pressure under scram.
Matchups · Dual MASB Cormorant Navy Issue
AB + double MASB brawler.
-
2X Neut Coercer Navy Issue Unfavoured
Neuted out: you die.
-
Pulse Coercer Navy Issue Favoured
Load Void
Close ASAP: you win. They kite: leave. High ground: easy.
-
Dual MASB Cormorant Navy Issue mirror Coinflip
Load Null
Scram-kite; hope they have Void loaded.
-
Buffer Cormorant Navy Issue Favoured
Easier than MASB mirror.
-
Blaster Catalyst Navy Issue Favoured
Load Void
Hug them: stat check.
-
10mn Catalyst Navy Issue Unfavoured
They kite you to death.
-
AC Thrasher Fleet Issue Favoured
Load Void
Stat check.
-
280 Double-Web Thrasher Fleet Issue Disengage
Align out and warp.
-
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.
-
2X Neut Coercer Navy Issue Unfavoured
Neuted out: you die.
-
Pulse Coercer Navy Issue Favoured
Load Void
Close ASAP: you win.
-
Dual MASB Cormorant Navy Issue Unfavoured
Stat check: you lose.
-
Buffer Cormorant Navy Issue mirror Coinflip
Load Null
Scram-kite.
-
Blaster Catalyst Navy Issue Unfavoured
Load Null
Better Catalyst (faster, more EHP). Trick win: Null scram-kite, Void ram on their Null reload.
-
10mn Catalyst Navy Issue Coinflip
Can run them down: close, depends on start range.
-
AC Thrasher Fleet Issue Favoured
Load Void
Hug them: easy win.
-
280 Double-Web Thrasher Fleet Issue Disengage
Align out and warp.
Matchups · 10mn Cormorant Navy Issue
Pithum MSB + cap booster bling line.
-
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.
-
Pulse Coercer Navy Issue Coinflip
Manual orbit at scram edge: spicy vs best DPS type into you.
-
Beam / Pulse Coercer Navy Issue (kite) Unfavoured
Dead unless heavily blinged (crystal pod): trans-match beam DPS wins.
-
Arty Thrasher Fleet Issue Favoured
Perfect hits needed to break tank: pepper with Thorium/Iridium; they leave without scram.
-
AC Thrasher Fleet Issue Favoured
Load Antimatter
Scram range: nothing they can do.
-
Cormorant Navy Issue (brawl) Favoured
Scram-kite: you have range control.
-
10mn Catalyst Navy Issue Favoured
Cannot break your tank: cannot hold them either.
-
Blaster Catalyst Navy Issue Favoured
Load Antimatter
Scram range: easy win.
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
[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.
Matchups · 10mn Talwar Fleet Issue
Early solo meta. Ratings marked ? are still being tested.
-
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.
-
AC Thrasher Fleet Issue (no web) Favoured
Load Scourge Rage
Easier than the web variant: less range control against you once scram lands.
-
Blaster Catalyst Navy Issue Favoured
Load Scourge Rage
Another MWD brawler you can stat-check at scram range with good AB heat.
-
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.
-
Buffer Cormorant Navy Issue Favoured
Load Scourge Rage
Same story as the MASB line: commit once scram is up.
-
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.
-
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.
-
2X Neut Coercer Navy Issue ?
Cap pressure vs burst tank is untested. Treat as ? until more fights land.
-
10mn Catalyst Navy Issue ?
Both want range control with 10MN. No settled read yet.
-
Arty Thrasher Fleet Issue ?
Alpha and web vs your AB and scram. Still collecting data.
-
10mn Talwar Fleet Issue mirror ?
Too new for a reliable mirror line.
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
[NVY]
10mn Algos
Overpropped rail/drone web-kite. Hold range, apply rails, let drones work. Refit: AC brawl for close MASB fights.
[NVY]
Brawl Algos
MWD MASB autocannon brawler with plate and SAAR. Close-range T1 duel line.
[NVY]
Farm Algos
Triple-MSE drone farmer for plex grinding and multi-boxing. Not a duel fit.
Matchups · 10mn Algos
Overpropped rail/drone web-kite.
-
AC Thrasher Favoured
Hold web range. They want to close; you want time for drones.
-
Arty Thrasher (280) Skill check
Alpha hurts. Stay mobile; leave if the first salvos land clean.
-
Neut Dragoon Favoured
Stay out of neut range. Their DPS is soft if the cap pressure never starts.
-
Brawl Coercer Favoured
Hold web range. They want to close under scram; you want time for drones.
-
Blaster Catalyst Navy Issue Unfavoured
Navy brawler. Decline cold slides; take them only if they misrange hard.
-
10mn Catalyst Navy Issue Unfavoured
Same job, better hull. Pick fights they misplay.
-
10mn Algos mirror Coinflip
Drones, rails, and who holds web first.
Matchups · Brawl Algos
MWD MASB AC brawler.
-
AC Thrasher Coinflip
Scram race. Your drones help; their ACs hit hard.
-
Neut Dragoon Unfavoured
Cap wall. Nos and short trades only; long orbats lose.
-
Brawl Coercer Coinflip
Scram race. Lasers track; your drones help if you stay alive.
-
10mn Algos Skill check
Close hard on the slide or they kite you out.
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
[NVY]
Arty Thrasher
280 double-web artillery gank. No scram—volley frigates or leave. Refit: AC scram MSE for destroyer duels.
[NVY]
AC Thrasher
MWD MSE scram autocannon brawler with a neut. Better destroyer duel than 280 gank.
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.
-
AC Thrasher Skill check
Alpha vs sustained. Keep range; a scram AC that closes wins the long race.
-
10mn Algos Skill check
Kill drones / track rails. If the fight goes long, they may grind you.
-
Neut Dragoon Skill check
Burst them before neuts cycle you dry. Leaving mid-fight is fine.
-
Blaster Catalyst Navy Issue Unfavoured
Navy tank shrugs alpha. Decline unless they land poorly.
-
AC Thrasher Fleet Issue Unfavoured
Same role, better hull. Expect to lose even trades.
Matchups · AC Thrasher
MWD MSE scram AC.
-
Brawl Algos Coinflip
Scram and heat. Watch drones.
-
Neut Dragoon Unfavoured
Cap pressure ends AC fits. Short fight or leave.
-
Arty Thrasher Skill check
Close under the artillery.
-
Blaster Catalyst Navy Issue Unfavoured
Navy buffer and DPS. High ground and a mistake required.
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
[NVY]
Brawl Coercer
MWD scram Dual Light Pulse plate brawler. Close-range T1 duel line.
Matchups · Brawl Coercer
MWD scram Dual Light Pulse plate.
-
AC Thrasher Favoured
Scram race. Tracking and tank usually win even trades.
-
10mn Algos Skill check
Close the slide or they kite. Do not orbit at their web range.
-
Neut Dragoon Unfavoured
Cap wall. Short burn or leave before neuts stick.
-
Blaster Catalyst Navy Issue Unfavoured
Navy hull out-tanks you. Decline unless they misrange hard.
-
Beam Coercer Navy Issue Disengage
Do not punch a navy laser boat holding range.
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
[NVY]
Neut Dragoon
Three small neuts, MWD, compact cap booster, scram. Drain active tanks, then grind. Plate + drone amp for longer trades.
Matchups · Neut Dragoon
Three small neuts, MWD scram.
-
AC Thrasher Favoured
Cap them out, then grind. Do not let them volley you down before cycle three.
-
Brawl Algos Favoured
Same story. Watch drones while neuts land.
-
10mn Algos Unfavoured
They may never enter neut range. Decline or force a scramble.
-
Brawl Coercer Favoured
Cap pressure ends pulse fits that stay too long. Establish neuts early.
-
Pulse Coercer Navy Issue Unfavoured
Navy laser + tank. Cap helps; DPS usually does not.
-
2X Neut Coercer Navy Issue Unfavoured
They brought more neuts and more hull.
-
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"
"It's a great guide, good work"
Special thanks from the First Edition to Jakub Tivianne, Thehin Zamayid, the FL33T and BSB discords, and Faye Vaelent for design and editing.
- Navy Destroyer Metagame — First Edition (Furl0w, YC 126) Original PDF this web edition grows from—fits, matchup notes, and solo plex tactics for navy destroyers.
- First Edition Reddit announcement Furl0w’s 2024 announcement thread for the original guide.
- EVE Faction Warfare Yearbook (T Sky / EVE Frigates) Deeper yearly frigate and destroyer reference when you want more hulls and engagement data than this guide covers.
- Faction Warfare Complexes (this site) Landing, gates, site sizes, and LP/VP tables for the plexes you are fighting in.
- Faction Warfare Basics (this site) Warzone map, system types, contested vs advantage.
- Faction Warfare Frigate Guide (this site) When Scout plexes still matter—navy and T1 frigates, archetypes, and 1v1 charts.