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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 looks quite different from the destroyer metagame. Scram-kiting matters more: hull projection bonuses are weaker, so the range you hold decides most 1v1s. Instead of a binary high-ground chart, you get several viable archetypes at once—brawl under ~5 km, scram-kite at 7–10 km, web-kite around 10–13 km, and pure kite past ~16 km. Kiters with high ground beat brawlers at the wrong range; brawlers with high ground beat kiters who land on zero.

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

One surprise if you only know destroyers: most solo frigate brawlers use an afterburner with scram, not a microwarpdrive. That keeps prop active under scram. MWD + disruptor lines still exist—especially on Slicers and some Hookbills—but they are a different ship story from the AB + scram default.

  • Scram-kiting is the center of the meta. Most navy fights resolve at the edge of scram, not at zero.
  • Ammo choice matters more than on destroyers. Matchups are often close; the wrong crystal or rocket type flips them.
  • T1 frigates still appear constantly and still teach the same archetypes, but navy hulls out-control and out-tank them in fair trades.
  • Anti-kite fits are real here. Dual-prop or MWD answers that barely matter in destroyer charts show up often in Scout plexes.

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. Federation Navy Comet is the generalist — raw damage wins most straight trades unless double webs control you. Tristan is the cheap drone stand-in when you want Comet lessons without Navy prices.

Control

Stack webs and mid-slot tools so the other pilot never gets to play their game. Caldari Navy Hookbill owns this lane: multi-web control fits, cheeky EWAR lines, and the best hull if you want to dictate the fight instead of racing EHP. Breacher is the T1 Hookbill analogue — scram-kite flash tank at 7–10 km when you want the same lessons without Navy prices.

Kite

Hold outside their apply and grind. Imperial Navy Slicer is the pure long-point kite — cheap enough to learn on, and it teaches manual piloting, capacitor, and every habit you need before interceptors and nanogang. Vigil Fleet Issue covers the missile kite band (Javelin web-kite or Rage scram-kite).

Opportunist

Speed, webs, and picking only the fights you want — not the best hull, but the one that creates kills. Republic Fleet Firetail lives here; Rifter practices the same lessons before you pay Fleet prices. Take the free trade, decline the bad one.

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

Scram-Range Matchup Chart

High ground Low ground

High ground vs Low ground Rocket Hookbill Blaster Comet Arty Firetail Scram Vigil Fleet AC Rifter Tristan MASB Breacher
Rocket Hookbill = ++ + + ++ ++ ++
Blaster Comet -- = = - ++ ++ +
Arty Firetail - = = = ++ ++ +
Scram Vigil Fleet - + = = ++ ++ +
AC Rifter -- -- -- -- = = -
Tristan -- -- -- -- = = =
MASB Breacher -- - - - + = =

Kiting Matchup Chart

High ground Low ground

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

Caldari Frigate · Hookbill

Caldari Navy Hookbill

Five mids and kinetic rockets: the control hull among navy frigates.

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

Two main lines cover each other’s weaknesses. The AB + scram + rocket fit fights at scram range. The MWD + point + light-missile fit lives past 20 km. Pick one before you undock; a mid rack that tries to do both usually fails both.

Most solo rocket fits use an afterburner with scram. A scram shuts a microwarpdrive off, so your prop module has to still work while you are held. Scram and AB travel together; MWD and long point travel together.

Load Scourge. Hull bonuses favor kinetic missiles—Inferno leaves damage on the table. Carry Navy Scourge and Javelin for reach once Rage/Scourge is comfortable.

Rocket / Scram Line

Start with scram, one web, AB, and three rocket launchers. Hold 7–10 km: close enough for scram and web, far enough to keep transversal. Dual web, tracking disruptor, and faction extenders are upgrades after the basic line is comfortable. Bear's favorite line is with a MASB.

Tracking disruptor variants help against turret ships. Swap to a missile disruptor or MASB when local is full of rockets and drones instead of guns.

  • Refit — Control: second web + TD for turret ships.
  • Refit — Buffer: MSE/BCS for straight DPS races.
  • Refit — Kite: different ship. MWD, point, light missiles. Do not bolt those onto a rocket mid rack.

Example fits

Primary [NVY] fittings. Pocket variants are refits on these fits in the library — see each role section above.

Caldari Navy Hookbill
[NVY]

Scram Kite — Control

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

Caldari Navy Hookbill
[NVY]

Scram Kite — Shield

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

Matchups · Rocket Hookbill

AB scram rocket line.

  • Federation Navy Comet
    Blaster Comet Favoured

    Load Scourge Rage

    Open range if they land on zero. Your web count usually beats theirs—do not let them close.

  • Federation Navy Comet
    Rail Comet Favoured

    Load Scourge Rage

    Both want scram-kite range. Win the control fight; watch for a neut answering your TD.

  • Republic Fleet Firetail
    Arty Firetail Favoured

    Load Scourge Rage

    Similar job, you usually win tank and application. Respect opening alpha.

  • Republic Fleet Firetail
    AC Firetail Favoured

    Load Scourge Rage

    Hold scram-kite range. A neut brawler that hugs you is how you lose.

  • Imperial Navy Slicer
    Beam Slicer Skill check

    Load Scourge Rage

    If they establish kite range clean, decline or get scram early. High ground helps.

  • Caldari Navy Hookbill
    Rocket Hookbill mirror Skill check

    Load Scourge Rage

    Heat, web count, and who blinks on range first.

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 Scout jobs, start here. You win a lot of straight DPS races; you lose mid contests to double-web Hookbills and Firetails.

Most Comets you meet are AB blaster brawlers that want the beacon or a short slide. Keep rails and a neut for ships that sit at 7–10 km.

Scram-kite Comets win by holding 6–8 km. Stay in the fight through the first reload if the tank is still responding; many of these races flip late.

Blaster Comet

AB, scram, web, SAAR, double magstab. Carry a damage drone flight and an ECM flight for emergencies. Second web or MWD anti-kite variants exist when local demands them.

Rail Comet

Same skeleton, 150 mm rails, utility neut. Use Null/Antimatter the way rocket pilots use Rage/Javelin—change ammo when the range changes, not when you are already dead.

Example fits

Primary [NVY] fittings. Pocket variants are refits on these fits in the library — see each role section above.

Federation Navy Comet
[NVY]

Blaster Comet

AB scram/web brawler. Wins DPS races; loses control to double-web ships. Second web or MWD anti-kite variants are common.

Federation Navy Comet
[NVY]

Rail Comet

Scram-kite rails with a neut. Answer to ships sitting outside blaster range.

Matchups · Blaster Comet

AB scram/web brawler.

  • 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

Scram-kite with neut.

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Load Antimatter

    Neut helps into TD lines; they still own mid slots. Take it when you have room to work, not when you are already scram-kited badly.

  • 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: five lows, two mids, lasers. Beams project harder when you fly clean; pulses forgive bad transversal.

Cap dies if you leave MWD and point on panic. Save tackle for winning grids. Sticky points into a lost fight is how Slicers die.

Pulse brawl fits exist, but they are secondary. Beacon work belongs on a Comet.

Kiting Slicer

MWD, warp disruptor, SAAR, double heat sink, double nano, locus rigs. Stay past scram and most webs. Kill with projection; do not orbit into blaster range to “prove” the fit.

Example fits

Primary [NVY] fittings. Pocket variants are refits on these fits in the library — see each role section above.

Imperial Navy Slicer
[NVY]

Beam Slicer

MWD + point beam kiter. Highest damage and range under good piloting; tracking and capacitor are the skill checks.

Imperial Navy Slicer
[NVY]

Pulse Slicer

Easier kite line with better tracking than beams. Same MWD + point skeleton.

Matchups · Beam Slicer

MWD point kiter.

  • 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.

  • Imperial Navy Slicer
    Pulse Slicer mirror Skill check

    Beams want range; pulses want to close. Cap wins arguments.

  • 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 four mids. Double web is how you take range after a slide—something single-web Comets struggle to answer. Expect to lose fair DPS races to Hookbills; win by fight selection and tracking.

Artillery scram/web is the usual solo line: 280s, AB, scram, double web. Point + Javelin rockets for web-kite. Autocannon with a neut trades peak DPS for control and laser cap pressure.

Against pure brawlers, hold range. Against scram-kiters, consider closing with webs. Against clean MWD kiters, leave unless you brought an answer.

Artillery Firetail

Primary solo line. Tracking is the skill check—keep transversal honest and do not sit still on Quake. Utility rocket launcher carries Rage or Javelin depending on whether you are scram-kiting or web-kiting.

Autocannon Firetail

MASB or MSE buffer, neut in the highs, double web still available. Better mid-slot story than a Comet; worse raw hybrid DPS. Use it when you want scram-range fights more than hunting kiters.

Example fits

Primary [NVY] fittings. Pocket variants are refits on these fits in the library — see each role section above.

Republic Fleet Firetail
[NVY]

Arty Firetail

Scram kite 280 mm artillery with double web. Swap scram for enduring point and load Javelin for web kite.

Republic Fleet Firetail
[NVY]

AC Firetail

MASB autocannon brawler with neut. Better control than Comet; loses pure DPS races.

Matchups · Arty Firetail

Scram/web kite artillery.

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Load Quake

    Same role, they usually win tank and application. Take the fights they misplay—do not take mirrors for honor.

  • Federation Navy Comet
    Blaster Comet Coinflip

    Load Quake

    Stay out of blaster optimal. Double web is your edge on a slide.

  • Federation Navy Comet
    Rail Comet Skill check

    Load Quake

    Tracking and heat. Moving ships live longer.

  • Imperial Navy Slicer
    Beam Slicer Unfavoured

    Close with webs or leave. Clean kite range is their house.

  • Republic Fleet Firetail
    AC Firetail Favoured

    Load Quake

    Hold kite range against the brawler.

  • Rifter
    Rifter Favoured

    Load Quake

    Navy control and tank should carry—do not get lazy on tracking.

  • Tristan
    Tristan Favoured

    Load Quake

    Keep drones at arm’s length; webs help.

  • 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.

Default solo story is Javelin web-kite near the edge of your webs. Scram-kite Rage is the other common line: AB, MSE, scram, and web at mid range without leaning on turret tracking.

Nova uses the explosive damage bonus; keep Scourge and Javelin for resists and reach. Third high is a rail for kite pressure or an autocannon for scram fights.

Web-Kite Vigil Fleet

AB, point, double web, two rockets, 150 mm rail, SAAR. Hold outside their webs and apply Javelin. Common refit: MASB instead of the second web with shield rigs—more tank if you already own range, worse if you have to take a bad slide.

Scram-Kite Vigil Fleet

AB, MSE, scram, web, two rockets, 150 mm autocannon, double BCS. Rage primary. Anti-kite version swaps the AB for an MWD.

Example fits

Primary [NVY] fittings. Pocket variants are refits on these fits in the library — see each role section above.

Vigil Fleet Issue
[NVY]

Web Kite Vigil Fleet

AB point double-web Javelin kite with a utility rail. Default Vigil Fleet line. Common refit puts MASB in place of the second web with shield rigs.

Vigil Fleet Issue
[NVY]

Scram Kite Vigil Fleet

AB MSE scram/web Rage line with a utility autocannon. Mid-range rocket scram-kite. Swap AB for MWD as the anti-kite version.

Matchups · Web-Kite Vigil Fleet

AB point double-web Javelin kite.

  • 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.

  • Breacher
    MASB Breacher Favoured

    Load Scourge Javelin

    Same idea as other AB rocket ships—deny their scram-kite range.

  • Vigil Fleet Issue
    Scram Vigil Fleet Issue Favoured

    Load Scourge Javelin

    Web-kite beats the MSE scram line if you never enter scram.

Matchups · Scram-Kite Vigil Fleet

AB MSE scram/web Rage line.

  • Federation Navy Comet
    Blaster Comet Favoured

    Load Nova Rage

    Hold 6–8 km. Do not take zero.

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Load Nova Rage

    They usually win mid count and tank. Take misplays only.

  • Federation Navy Comet
    Rail Comet Coinflip

    Load Nova Rage

    Similar job. Neut and tracking are their edges; application is yours.

  • Imperial Navy Slicer
    Beam Slicer Disengage

    Load Nova Rage

    Do not chase a clean kiter in an MSE scram fit.

  • Vigil Fleet Issue
    Web Kite Vigil Fleet Issue Unfavoured

    Load Nova Rage

    Close past their webs or decline.

Rifter

Minmatar Frigate · Rifter

Rifter

Common T1 Scout hull: Firetail habits at T1 prices.

Ship bonuses (per skill level)
5% Small Projectile Turret damage
7.5% Small Projectile Turret tracking speed
Role bonus
Flexible projectile platform; common Scout NVY hull for new Matari pilots

Overview

Still one of the most common T1 ships in Scout plexes. Autocannon brawl and artillery scram-kite teach the same ranges you will later fly on a Firetail. You will lose more even trades to navy frigates—treat that as practice cost.

Fit simple. Prop, scram, and web in the mids; one damage scheme; enough tank to survive the first mistake. Dual-prop fantasy fits are how Rifters die confused.

Autocannon Rifter

AB, scram, web, gyro, SAAR or buffer. Orbit close, heat when the trade is real, leave when a Hookbill opens range you cannot close.

Example fits

Primary [NVY] fittings. Pocket variants are refits on these fits in the library — see each role section above.

Rifter
[NVY]

Autocannon Rifter

AB scram/web T1 brawler. Same role as AC Firetail at lower cost—decline more navy fights.

Matchups · Autocannon Rifter

AB scram/web brawler.

  • Federation Navy Comet
    Blaster Comet Unfavoured

    Load Phased Plasma

    Decline unless you have high ground and they misplay. Navy DPS wins fair races.

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Load Phased Plasma

    Double-web Hookbills own you at scram-kite range. Take the fight only if they land on zero badly.

  • Tristan
    Tristan Coinflip

    Load Phased Plasma

    Classic T1 trade. Drones and heat decide it.

  • Breacher
    Breacher Skill check

    Load Phased Plasma

    Missile application vs your tank. Do not sit still.

  • Rifter
    Rifter mirror Skill check

    Load Phased Plasma

    Who webs first and who overheats smarter.

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

Tristans used to define Scout plexes. They still appear constantly, but navy frigates and better missile application have cut the easy wins. Fly it for drone projection and the ability to brawl or hold scram-kite range with rails while drones work.

Watch Hookbill TD lines and neut Comets—both punish lazy drone orbits. Pull drones when you disengage; leaving them on grid turns a retreat into a loss.

Brawl / Scram Tristan

AB, scram, web, SAAR, drones out immediately on landing. Hybrid highs are optional DPS; drones are the real weapon. An ECM flight in the bay is a common answer to double-web ships.

Example fits

Primary [NVY] fittings. Pocket variants are refits on these fits in the library — see each role section above.

Tristan
[NVY]

Brawl Tristan

AB scram/web drone brawler. Drones are the weapon; hybrids support.

Matchups · Tristan

AB scram drone brawler.

  • Federation Navy Comet
    Blaster Comet Unfavoured

    Navy hybrid DPS usually wins. High ground and ECM drones are your outs.

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Control disadvantage. Do not take it cold on a slide.

  • Rifter
    Rifter Coinflip

    Fair T1 fight—drones vs projectiles.

  • Breacher
    Breacher Coinflip

    Missile vs drones. Application and tank choice matter.

  • Imperial Navy Slicer
    Beam Slicer Disengage

    Do not chase a clean kiter.

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

Missile combat frig with a real active tank for the class. Default example is one web plus MASB: you keep the booster and SAAR, and you accept one-web control. Drop the MASB for a second web when you want range more than reps.

Navy Hookbills still win many mid contests. Use this hull to practice application, booster timing, and leaving when the range slips.

MASB Breacher

AB, scram, one web, MASB, rockets, SAAR. Hold 7–10 km. Heat the booster and SAAR for the damage spike, then ease off so you do not waste charges. If Rage is missing an AB target, load Navy Scourge. Keep Javelin for ships that try to leave.

Example fits

Primary [NVY] fittings. Pocket variants are refits on these fits in the library — see each role section above.

Breacher
[NVY]

MASB Breacher

AB scram single-web rocket Breacher with MASB + SAAR. Default tank-forward scram-kite; load Navy Scourge when Rage application fails.

Matchups · MASB Breacher

AB scram single-web rocket line with MASB + SAAR.

  • Rifter
    Rifter Favoured

    Load Scourge Rage

    Keep range on a close projectile ship. Navy Scourge if Rage is missing.

  • Tristan
    Tristan Coinflip

    Load Scourge Rage

    Drones vs rockets. Do not let them hug.

  • Federation Navy Comet
    Blaster Comet Unfavoured

    Load Scourge Rage

    Navy DPS. High ground helps; sliding cold does not.

  • Caldari Navy Hookbill
    Rocket Hookbill Unfavoured

    Load Scourge Rage

    Same role, more mids on their side.

  • Republic Fleet Firetail
    Arty Firetail Unfavoured

    Load Scourge Rage

    Navy control and projection. Take misplays only.

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.