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
Kiting Matchup Chart
High ground → Low ground
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.
[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.
[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.
-
Blaster Comet Favoured
Load Scourge Rage
Open range if they land on zero. Your web count usually beats theirs—do not let them close.
-
Rail Comet Favoured
Load Scourge Rage
Both want scram-kite range. Win the control fight; watch for a neut answering your TD.
-
Arty Firetail Favoured
Load Scourge Rage
Similar job, you usually win tank and application. Respect opening alpha.
-
AC Firetail Favoured
Load Scourge Rage
Hold scram-kite range. A neut brawler that hugs you is how you lose.
-
Beam Slicer Skill check
Load Scourge Rage
If they establish kite range clean, decline or get scram early. High ground helps.
-
Rocket Hookbill mirror Skill check
Load Scourge Rage
Heat, web count, and who blinks on range first.
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.
[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.
[NVY]
Rail Comet
Scram-kite rails with a neut. Answer to ships sitting outside blaster range.
Matchups · Blaster Comet
AB scram/web brawler.
-
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
Scram-kite with neut.
-
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.
-
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: 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.
[NVY]
Beam Slicer
MWD + point beam kiter. Highest damage and range under good piloting; tracking and capacitor are the skill checks.
[NVY]
Pulse Slicer
Easier kite line with better tracking than beams. Same MWD + point skeleton.
Matchups · Beam Slicer
MWD point kiter.
-
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.
-
Pulse Slicer mirror Skill check
Beams want range; pulses want to close. Cap wins arguments.
-
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 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.
[NVY]
Arty Firetail
Scram kite 280 mm artillery with double web. Swap scram for enduring point and load Javelin for web kite.
[NVY]
AC Firetail
MASB autocannon brawler with neut. Better control than Comet; loses pure DPS races.
Matchups · Arty Firetail
Scram/web kite artillery.
-
Rocket Hookbill Unfavoured
Load Quake
Same role, they usually win tank and application. Take the fights they misplay—do not take mirrors for honor.
-
Blaster Comet Coinflip
Load Quake
Stay out of blaster optimal. Double web is your edge on a slide.
-
Rail Comet Skill check
Load Quake
Tracking and heat. Moving ships live longer.
-
Beam Slicer Unfavoured
Close with webs or leave. Clean kite range is their house.
-
AC Firetail Favoured
Load Quake
Hold kite range against the brawler.
-
Rifter Favoured
Load Quake
Navy control and tank should carry—do not get lazy on tracking.
-
Tristan Favoured
Load Quake
Keep drones at arm’s length; webs help.
-
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.
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.
[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.
[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.
-
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.
-
MASB Breacher Favoured
Load Scourge Javelin
Same idea as other AB rocket ships—deny their scram-kite range.
-
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.
-
Blaster Comet Favoured
Load Nova Rage
Hold 6–8 km. Do not take zero.
-
Rocket Hookbill Unfavoured
Load Nova Rage
They usually win mid count and tank. Take misplays only.
-
Rail Comet Coinflip
Load Nova Rage
Similar job. Neut and tracking are their edges; application is yours.
-
Beam Slicer Disengage
Load Nova Rage
Do not chase a clean kiter in an MSE scram fit.
-
Web Kite Vigil Fleet Issue Unfavoured
Load Nova Rage
Close past their webs or decline.
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.
[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.
-
Blaster Comet Unfavoured
Load Phased Plasma
Decline unless you have high ground and they misplay. Navy DPS wins fair races.
-
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 Coinflip
Load Phased Plasma
Classic T1 trade. Drones and heat decide it.
-
Breacher Skill check
Load Phased Plasma
Missile application vs your tank. Do not sit still.
-
Rifter mirror Skill check
Load Phased Plasma
Who webs first and who overheats smarter.
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.
[NVY]
Brawl Tristan
AB scram/web drone brawler. Drones are the weapon; hybrids support.
Matchups · Tristan
AB scram drone brawler.
-
Blaster Comet Unfavoured
Navy hybrid DPS usually wins. High ground and ECM drones are your outs.
-
Rocket Hookbill Unfavoured
Control disadvantage. Do not take it cold on a slide.
-
Rifter Coinflip
Fair T1 fight—drones vs projectiles.
-
Breacher Coinflip
Missile vs drones. Application and tank choice matter.
-
Beam Slicer Disengage
Do not chase a clean kiter.
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.
[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 Favoured
Load Scourge Rage
Keep range on a close projectile ship. Navy Scourge if Rage is missing.
-
Tristan Coinflip
Load Scourge Rage
Drones vs rockets. Do not let them hug.
-
Blaster Comet Unfavoured
Load Scourge Rage
Navy DPS. High ground helps; sliding cold does not.
-
Rocket Hookbill Unfavoured
Load Scourge Rage
Same role, more mids on their side.
-
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.