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
Kiting Matchup Chart
High ground → Low ground
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
[NVY]
Scram Kite — Shield
MSE + BCS buffer race. Trades EWAR for raw tank and DPS. Still Scourge primary. Fly this first.
[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.
Matchups · Rocket Hookbill
-
Blaster Comet Favoured
Load Scourge Rage
Pull range and hold them at the edge, don't let them get close.
-
Rail Comet Favoured
Load Scourge Rage
Both want the scram-kite range, without a TD this matchup is hard. Watch out for the neut.
-
Arty Firetail Favoured
Load Scourge Rage
Usually an easy win, respect their opening alpha.
-
AC Firetail Favoured
Load Scourge Rage
Hold them at range, neuts at 0km is how you die in this fit.
-
Beam Slicer Skill check
Load Scourge Rage
High ground helps.
-
Rocket Hookbill mirror Skill check
Load Scourge Rage
Heat and pray to the holy rat.
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
[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.
[NVY]
Rail Comet
Same thing, different tactic. Keep them at scram/kite range and load Null/Antimatter like you would different ranges of missiles.
Matchups · Blaster Comet
-
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.
-
Rail Comet Skill check
Load Void
Close hard. If they hold scram-kite with Null, you are playing their game.
-
Arty Firetail Coinflip
Load Void
Get under the artillery. Their webs fight your single web—high ground matters.
-
AC Firetail Favoured
Load Void
Win the DPS race if tackle lands clean.
-
Beam Slicer Disengage
Load Void
Do not chase a clean kiter in a blaster Comet unless you brought anti-kite props.
-
Blaster Comet mirror Skill check
Load Void
Heat, drones, and who webs first.
Matchups · Rail Comet
-
Rocket Hookbill Unfavoured
Load Antimatter
If you can get your neut applying, you can usually turn off their TDs.
-
Blaster Comet Favoured
Load Null
Hold scram-kite range. Zero is their win condition.
-
Arty Firetail Favoured
Load Antimatter
Similar range story; your tank and neut help.
-
Beam Slicer Skill check
Scram early or leave. A Slicer that never enters tackle range is not your fight.
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
[NVY]
Beam Slicer
Get ready to play DDR and manage your buttons like crazy. Stay past scram and most webs.
Matchups · Beam Slicer
-
Blaster Comet Favoured
Never enter scram. Stay at point range and apply Multifrequency or X-Ray.
-
Rocket Hookbill Favoured
Same rule. Scram on you is the failure state.
-
Arty Firetail Favoured
Win on projection unless they web you into their range.
-
AC Firetail Favoured
Kite clean; leave anti-kite fits alone.
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
[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.
Matchups · Arty Firetail
-
Rocket Hookbill Unfavoured
Load Quake
Same job, they usually win tank. Take misplays only.
-
Blaster Comet Coinflip
Load Quake
Stay out of blaster optimal. Double web is your edge.
-
Rail Comet Skill check
Load Quake
Keep moving. Tracking and heat decide.
-
Beam Slicer Unfavoured
Close with webs or leave.
-
Web Kite Vigil Fleet Issue Unfavoured
Load Quake
Their webs out-range yours. Close hard or leave.
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
[NVY]
Web Kite Vigil Fleet
Hold outside their webs and apply Javelin. Common refits are MASB, and there are scram-kite variants.
Matchups · Web-Kite Vigil Fleet
-
Blaster Comet Favoured
Load Scourge Javelin
Stay outside their web. They cannot make you take a Void race at zero.
-
Rocket Hookbill Favoured
Load Scourge Javelin
Web-kite outside their scram-kite. Do not wander into double web at 8 km.
-
Arty Firetail Favoured
Load Scourge Javelin
Your webs out-range theirs. Hold the long web edge.
-
Beam Slicer Skill check
Load Scourge Javelin
Both want range. Cap and heat decide; leave if they own projection clean.
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
[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.
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
[NVY]
MASB Breacher
Heat the booster and SAAR for the damage spike. Keep them at range as best you can.
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.