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EVE Online faction warfare frigates in a Scout complex fight
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Fittings, roles, and 1v1 matchups for frigates in faction warfare.

Faction Warfare Frigate Guide

Web Edition · YC 128

Introduction

Scout complexes are less common for income these days, but still excellent for high-octane player-versus-player practice. Frigates are more intricate and fragile than destroyers and cruisers—minor mistakes kill you faster, which is why they are ideal for practicing core mechanics.

Navy hulls are fairly dominant, but T1 hulls still show up constantly.

This guide is written for pilots who already know how a complex works and want a practical guide for frigate fittings. It is not as comprehensive as the Faction Warfare Yearbook—if you end up diving extremely deep into the frigate world, you will want to earmark that guide as well.

The fits below are examples of archetypes you will actually see. Module tier, bling, and adjustments are expected as you improve over time.

Considerations of the Metagame

The frigate metagame operates quite a bit different than the destroyer and cruiser metagame. Hull projection bonuses are weaker, so the range you hold often decides the engagement. Kiters with high ground beat brawlers at the wrong range; brawlers with high ground beat kiters who land on zero.

One surprise if you only know destroyers: most frigate brawlers use an afterburner. Microwarpdrives are often seen with warp disruptors instead of scram fits.

  • Scram-kiting is the center of the meta. Most navy fights resolve at the edge of scram range.
  • Ammo choice matters, and the margins are much thinner than destroyer engagements.
  • T1 frigates appear constantly and teach the archetypes, but are often dominated by navy hulls.
  • Anti-kite is a real thing with frigates, whereas destroyers it doesn't matter as much.

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

Win the DPS race at scram range. Ships like the Federation Navy Comet are ideal here — raw damage wins most straight trades. There are some cheeky options like the Tristan that will allow you to learn the archetype.

Control

Stack webs and other tools so that the other pilot doesn't get to play. Caldari Navy Hookbill dominates here, as it has the mid slots to run multiple webs or even some electronic warfare. Breacher is a great way to learn this archetype.

Kite

Hold outside of their apply range and grind away. The Imperial Navy Slicer is king here, and it's cheap enough to learn on. Manual piloting, capacitor management, and grid awareness are key here.

Opportunist

If you know what someone is flying, there are a few direct counters that you can simply run them down in. Things like Slicers easily get clapped by anti-kite ships.

Matchup Charts

Matchup charts are available on desktop.

++ 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

Scram-Range Matchup Chart

High ground Low ground

High ground vs Low ground Rocket Hookbill Blaster Comet Arty Firetail
Rocket Hookbill = ++ +
Blaster Comet -- = =
Arty Firetail - = =

Kiting Matchup Chart

High ground Low ground

High ground vs Low ground Beam Slicer MWD Comet Arty Firetail (web kite) Web Kite Vigil Fleet LML Hookbill
Beam Slicer = + + = +
MWD Comet - = = - =
Arty Firetail (web kite) - = = - +
Web Kite Vigil Fleet = + + = +
LML Hookbill - = - - =
Caldari Navy Hookbill

Caldari Frigate · Hookbill

Caldari Navy Hookbill

The control king — generally no matchup it can't take on high ground.

Ship bonuses (per skill level)
5% Light Missile and Rocket damage
10% Light Missile and Rocket max velocity
Role bonus
Built for light missiles and rockets; kinetic (Scourge) is the ammo that matches the hull

Overview

The control king — there's generally not a matchup that the Caldari Navy Hookbill can't take on high ground. Most rocket fits rock an afterburner, and there are a few variants on tank. Load Scourge, as that's what the hull is bonused for.

There are some light missile fittings as well, but they won't be included in this guide.

Example fits

Caldari Navy Hookbill
[NVY]

Scram Kite — Shield

MSE + BCS buffer race. Trades EWAR for raw tank and DPS. Still Scourge primary. Fly this first.

View fitting
Caldari Navy Hookbill
[NVY]

Scram Kite — Control

AB, scram, double web, scoped TD, SAAR. Load Scourge—swap TD for missile disruptor into missiles; MASB instead of TD is often fine.

View fitting

Matchups · Rocket Hookbill

  • Federation Navy Comet
    Blaster Comet Favoured

    Load Scourge Rage

    Pull range and hold them at the edge, don't let them get close.

  • Federation Navy Comet
    Rail Comet Favoured

    Load Scourge Rage

    Both want the scram-kite range, without a TD this matchup is hard. Watch out for the neut.

  • Republic Fleet Firetail
    Arty Firetail Favoured

    Load Scourge Rage

    Usually an easy win, respect their opening alpha.

  • Republic Fleet Firetail
    AC Firetail Favoured

    Load Scourge Rage

    Hold them at range, neuts at 0km is how you die in this fit.

  • Imperial Navy Slicer
    Beam Slicer Skill check

    Load Scourge Rage

    High ground helps.

  • Caldari Navy Hookbill
    Rocket Hookbill mirror Skill check

    Load Scourge Rage

    Heat and pray to the holy rat.

Federation Navy Comet

Gallente Frigate · Comet

Federation Navy Comet

Flexible navy hybrid: covers more Scout archetypes than the other three.

Ship bonuses (per skill level)
10% Small Hybrid Turret damage
7.5% Small Hybrid Turret tracking
Role bonus
Hybrid damage and tracking on a 3-3-4 layout with strong armor options

Overview

If you want one navy frigate for most jobs, start here. You'll win most of your DPS races, often losing out to things that can double web and keep you at range.

Example fits

Federation Navy Comet
[NVY]

Blaster Comet

Get on top of them and start blastin'. Carry a damage drone flight and an ECM flight for emergencies. There are a few variants with extra webs or MWD anti-kite for opportunistic fits.

View fitting
Federation Navy Comet
[NVY]

Rail Comet

Same thing, different tactic. Keep them at scram/kite range and load Null/Antimatter like you would different ranges of missiles.

View fitting

Matchups · Blaster Comet

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Load Void

    On the beacon you can force a trade. Sliding into a double-web Hookbill at 10 km is usually a loss.

  • Federation Navy Comet
    Rail Comet Skill check

    Load Void

    Close hard. If they hold scram-kite with Null, you are playing their game.

  • Republic Fleet Firetail
    Arty Firetail Coinflip

    Load Void

    Get under the artillery. Their webs fight your single web—high ground matters.

  • Republic Fleet Firetail
    AC Firetail Favoured

    Load Void

    Win the DPS race if tackle lands clean.

  • Imperial Navy Slicer
    Beam Slicer Disengage

    Load Void

    Do not chase a clean kiter in a blaster Comet unless you brought anti-kite props.

  • Federation Navy Comet
    Blaster Comet mirror Skill check

    Load Void

    Heat, drones, and who webs first.

Matchups · Rail Comet

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Load Antimatter

    If you can get your neut applying, you can usually turn off their TDs.

  • Federation Navy Comet
    Blaster Comet Favoured

    Load Null

    Hold scram-kite range. Zero is their win condition.

  • Republic Fleet Firetail
    Arty Firetail Favoured

    Load Antimatter

    Similar range story; your tank and neut help.

  • Imperial Navy Slicer
    Beam Slicer Skill check

    Scram early or leave. A Slicer that never enters tackle range is not your fight.

Imperial Navy Slicer

Amarr Frigate · Slicer

Imperial Navy Slicer

Cheap navy kiter: projection and capacitor on a thin hull.

Ship bonuses (per skill level)
10% Small Energy Turret damage
10% Small Energy Turret optimal range
Role bonus
3-2-5 layout aimed at MWD kiting with energy turrets

Overview

Slot layout pushes you into MWD kiting, and it's one of the best kiters in the game. Pulse fits exist, but they're often secondary — just fly a Comet.

Everything is about conserving your capacitor. Don't use your disruptor the entire fight, use it when you're closing the fight.

Example fits

Imperial Navy Slicer
[NVY]

Beam Slicer

Get ready to play DDR and manage your buttons like crazy. Stay past scram and most webs.

View fitting

Matchups · Beam Slicer

  • Federation Navy Comet
    Blaster Comet Favoured

    Never enter scram. Stay at point range and apply Multifrequency or X-Ray.

  • Caldari Navy Hookbill
    Rocket Hookbill Favoured

    Same rule. Scram on you is the failure state.

  • Republic Fleet Firetail
    Arty Firetail Favoured

    Win on projection unless they web you into their range.

  • Republic Fleet Firetail
    AC Firetail Favoured

    Kite clean; leave anti-kite fits alone.

Republic Fleet Firetail

Minmatar Frigate · Firetail

Republic Fleet Firetail

Speed and double web: weak on paper, useful when you pick fights.

Ship bonuses (per skill level)
5% Small Projectile Turret damage
7.5% Small Projectile Turret tracking speed
5% Small Projectile Turret falloff
Role bonus
3-4-3 layout with projectile damage, tracking, and falloff bonuses

Overview

Fast hull with a few opportunistic options. Expect to lose most DPS races — you'll often be winning by choosing your battles carefully and out-tracking your opponent.

Example fits

Republic Fleet Firetail
[NVY]

Arty Firetail

Primary fit you'll see. Tracking is a bit of a skill check — don't sit still. Load ammo based on if you're scram-kiting or web-kiting.

View fitting

Matchups · Arty Firetail

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Load Quake

    Same job, they usually win tank. Take misplays only.

  • Federation Navy Comet
    Blaster Comet Coinflip

    Load Quake

    Stay out of blaster optimal. Double web is your edge.

  • Federation Navy Comet
    Rail Comet Skill check

    Load Quake

    Keep moving. Tracking and heat decide.

  • Imperial Navy Slicer
    Beam Slicer Unfavoured

    Close with webs or leave.

  • Vigil Fleet Issue
    Web Kite Vigil Fleet Issue Unfavoured

    Load Quake

    Their webs out-range yours. Close hard or leave.

Vigil Fleet Issue

Minmatar Frigate · Vigil Fleet

Vigil Fleet Issue

Long webs and rocket application on a Minmatar navy EWAR hull.

Ship bonuses (per skill level)
5% Rocket explosion velocity
25% Explosive Rocket damage
20% EM / kinetic / thermal Rocket damage
Role bonus
50% bonus to Stasis Webifier optimal range; 3-4-3 with two launchers and one turret

Overview

Often the better Minmatar navy solo ship than a Firetail. Role bonus webs reach farther than combat-frigate webs, and the explosion velocity bonus helps Rage apply with a single web.

Example fits

Vigil Fleet Issue
[NVY]

Web Kite Vigil Fleet

Hold outside their webs and apply Javelin. Common refits are MASB, and there are scram-kite variants.

View fitting

Matchups · Web-Kite Vigil Fleet

  • Federation Navy Comet
    Blaster Comet Favoured

    Load Scourge Javelin

    Stay outside their web. They cannot make you take a Void race at zero.

  • Caldari Navy Hookbill
    Rocket Hookbill Favoured

    Load Scourge Javelin

    Web-kite outside their scram-kite. Do not wander into double web at 8 km.

  • Republic Fleet Firetail
    Arty Firetail Favoured

    Load Scourge Javelin

    Your webs out-range theirs. Hold the long web edge.

  • Imperial Navy Slicer
    Beam Slicer Skill check

    Load Scourge Javelin

    Both want range. Cap and heat decide; leave if they own projection clean.

Tristan

Gallente Frigate · Tristan

Tristan

Drone combat frig: still common, no longer automatic.

Ship bonuses (per skill level)
10% Drone damage and hitpoints
5% Small Hybrid Turret damage
Role bonus
Drone boat with hybrid highs; flexible armor or shield tank options

Overview

These still appear constantly, but aren't the dominant force that they used to be many years ago. Fly it for drones, farming, and the ability to brawl or kite. Pull drones when you're running away — those things are as expensive as the ship!

Example fits

Tristan
[NVY]

Brawl Tristan

Drones out as soon as you can, lock them down and start praying. A few ECM drones might save you in a bad matchup.

View fitting
Breacher

Minmatar Frigate · Breacher

Breacher

Missile combat frig: scram-kite rockets with a stronger T1 tank.

Ship bonuses (per skill level)
5% Light Missile and Rocket damage
7.5% Shield booster amount
Role bonus
Missile combat frig with stronger tank options than attack frigates

Overview

BearThatCares's favorite ship — versatile for both frigate small gangs and casual fights. There are many refits, but typically they involve active tank and some form of range control.

Hookbill is the obvious next step for anyone who enjoys the Breacher.

Example fits

Breacher
[NVY]

MASB Breacher

Heat the booster and SAAR for the damage spike. Keep them at range as best you can.

View fitting

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.
MASB
Medium Ancillary Shield Booster
MSE
Medium Shield Extender
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 7-10 km on frigates).
Web-kiting
Kiting at the edge of webifier range (roughly 10-15 km depending on hull and web).

Additional Resources

This guide stands on its own. The links below are where we looked for community practice, plex fundamentals, and deeper yearly data—use them when you want another angle.