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Fleet destroyers engaged in faction warfare

Furl0w's faction warfare navy destroyer guide.

The Navy Destroyer Metagame

Web Edition · YC 128

Credits

The original First Edition · YC 126 was written by Furl0w. Reddit announcement

The original First Edition owed special thanks to Jakub Tivianne for insightful feedback and discussion, Thehin Zamayid for his comments, the FL33T and BSB discords, and everyone who motivated Furl0w to finish the guide. Faye Vaelent designed and edited that print edition.

"This is badass"

- Casper24

"It's a great guide, good work"

- Dato Koppla

Minmatar Fleet Alliance Thinkspeak Editions
Sosala, The Bleak Lands
First Edition · YC 126
Web Edition · YC 128

History

  1. YC 126

    First Edition

    Furl0w publishes the original guide: fits, matchup notes, and solo plex tactics for faction warfare navy destroyers.

  2. YC 128

    Web Edition

    Adapted for my.minmatar.org with searchable fits, matchup charts, and live [NVY] fittings in the Fleet library.

Introduction

After Uprising, faction warfare shifted from frigates to destroyers. Destroyers can run every plex size except Scout, which made them the warzone’s best ISK printer and the ship class everyone else had to answer. Navy destroyers raised the stakes further: more EHP, better projection, and more damage than T1 hulls, at the cost of tracking and price.

Two years on, they are still the default tool for FW pilots and the most common ship on d-scan when you are plexing or hunting a fight. Furl0w’s First Edition (YC 126) covers the fits and 1v1 matchups below.

What follows covers the archetypes you will actually see in space, their 1v1 matchups with and without plex high ground, and practical notes on when to commit, when to bail, and where a fit can be upgraded without losing its identity.

Some considerations of the Metagame

The navy destroyer metagame looks different from the frigate metagame described in the frigate yearbook. 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. You cannot read a Comet and know the fit; with a destroyer on d-scan you often cannot tell kite from brawl at all. You lean on local knowledge, scouting, and sometimes assuming the worst before you slide.

One surprise for frigate pilots: most brawling fits here use a 5MN microwarpdrive, not an afterburner. That trades some range control against other AB brawlers for advantages that tend to win out in FW:

  • 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 same 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.
  • Post-Uprising FW is group-heavy, and group play expects a microwarpdrive. You do not want to be 60 km behind the fight because you fitted an AB.
  • The more brawlers fit a microwarpdrive, the less you are punished for fitting one yourself. That becomes a self-reinforcing loop.

Disclaimers

This guide is written for soloing. Many of these fits are wrong for structured gang work; there are better options when you are flying with others. The example fits 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.

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

Catalyst Navy Issue

The most flexible and widely favoured destroyer in both warzones. Its two main lines (blaster brawl and 10MN rail) cover each other’s weaknesses: you do not want to be on top of the blaster fit, but you do want to hug the kiter, so even with high ground the defender faces awkward choices. Probably the best slide-in hull in the class.

Coercer Navy Issue

The scariest destroyer to punch into. Kiting variants (beam or locus pulse) deliver unmatched point-range DPS; brawling variants bring enormous EHP and frightening neuts. Slow speed and only two mid slots make it a miserable hunter, but a brutal ambush ship.

Thrasher Fleet Issue

Weak on paper in many 1v1 charts, still a fan favourite. Speed lets clever pilots disengage losing fights and commit only when the kill is there. Strong punching down (280 mm alpha deleting SAAR frigates) and up (MWD sig-bloom reduction for manual piloting).

Cormorant Navy Issue

A one-trick pony (slow, awkward active-tank bonus) that stat-checks most other destroyers at brawl range. Alternative fits exist but usually need more bling to justify the hull over a Catalyst.

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

Brawling Matchup Chart

High ground Low ground

High ground vs Low ground Catalyst Blaster Catalyst 10mn Coercer Dual Neut Coercer Brawl Cormorant MASB Cormorant Buffer Thrasher AC No Web Thrasher AC Web
Catalyst Blaster = + -- ++ - ++ ++ ++
Catalyst 10mn + = ++ = ++ ++ ++ ++
Coercer Dual Neut ++ -- = ++ ++ ++ -- --
Coercer Brawl -- = -- = = = + =
Cormorant MASB + - -- ++ = + ++ ++
Cormorant Buffer = + -- ++ - = ++ ++
Thrasher AC No Web - -- ++ - -- -- = ++
Thrasher AC Web = + ++ = - - -- =

Kiting Matchup Chart

High ground Low ground

High ground vs Low ground Catalyst 10mn Beam Coercer Pulse Coercer Cormorant 10mn Thrasher 5mn Thrasher 1mn dual web
Catalyst 10mn = - - - + -
Beam Coercer ++ = + ++ + +
Pulse Coercer + - = ++ + +
Cormorant 10mn + + + = + =
Thrasher 5mn - - - - = -
Thrasher 1mn dual web + = = = ++ =
Catalyst Navy Issue

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 brawl

Plate vs SAAR is the main fork. Plate brings buffer EHP but loses to cap warfare; SAAR plus nos is faster and more flexible but thinner. Reasonable upgrades: plate + SAAR with cap inject and small neut, fewer bulkheads for more damage, or Ion blasters.

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).

10MN rail kiter

Overprop lets you slide safely against scrams. You will not outrun everything, but you win many matchups outright: best for pilots who care more about kills than plex efficiency.

Web-kite at 10-15 km and watch capacitor. Meta 150 mm gauss for range; T2 125 mm rails for tracking and damage. Snake and Genos implants pay for themselves here.

Example fits

Live [NVY] fittings from the First Edition. Copy or open in the fitting library.

Catalyst Navy Issue
[NVY]

plate-web-scram

Versatile blaster brawler with armor plate, web, and scram. High buffer EHP wins most close-range destroyer scram fights; very weak to anything that can kite.

View fitting
Catalyst Navy Issue
[NVY]

saar-web-scram

Active armor blaster brawler using a SAAR and nosferatu for sustain. More flexible than the plate variant but with a thinner buffer; still beats most destroyers you can land scram and web on.

View fitting
Catalyst Navy Issue
[NVY]

10mn-150mm

10MN afterburner rail kiter with 150mm gauss guns. Slippery scram-kite fit that controls range against other destroyers; over-propped, so turn on prey early and avoid slingshots.

View fitting
Catalyst Navy Issue
[NVY]

10mn-125mm

Faster 10MN rail kiter with T2 125mm rails and a disruptor. Even harder to catch than the 150mm variant but with lower raw DPS; excellent for picking destroyer fights on your terms.

View fitting

Matchups · Blasters

Ignoring kiting fits. Brawler vs brawler lines.

  • Coercer Navy Issue
    Coercer Navy brawl pulse Favoured

    Load Void

    Approach, F1, orbit 500. Good fight.

  • Coercer Navy Issue
    Coercer Navy brawl double neut 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.

  • Thrasher Fleet Issue
    AC TFI with 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.

  • Thrasher Fleet Issue
    AC TFI without web Favoured

    Load Void

    Approach, F1, orbit 500.

  • Cormorant Navy Issue
    Cormorant Navy dual MASB 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.

  • Cormorant Navy Issue
    Cormorant Navy buffer Favoured

    Load Null

    Stat check in your favour. Scram-kite with Null.

  • Catalyst Navy Issue
    Blaster CatNI mirror Skill check

    Load Null

    Scram-kite: they likely have Void loaded. Force a reload, or bait Null and ram on Void.

  • Catalyst Navy Issue
    10MN rail CatNI Coinflip

    Load Void

    Approach, F1, heat prop. If it turns bad, burn opposite: they struggle to keep point.

Matchups · 10MN rail

Web-kiter at 10-15 km.

  • Coercer Navy Issue
    Coercer Navy brawl pulse Favoured

    Stay out of Conflag and neut range; hold Antimatter range. Stat-check win: they cannot hold you, so leave anytime.

  • Coercer Navy Issue
    Coercer Navy double neut Favoured

    Get out of neut range immediately.

  • Coercer Navy Issue
    Beam / locus pulse Coercer Unfavoured

    Very bad. Punching a beam Coercer at 20 km gets you deleted.

  • Thrasher Fleet Issue
    AC TFI with 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.

  • Thrasher Fleet Issue
    AC TFI without web Favoured

    Range control vs a close-range weapon: you are fine.

  • Thrasher Fleet Issue
    5MN arty TFI Favoured

    Stat-check win, but you will not hold them: agility gap.

  • Thrasher Fleet Issue
    1MN dual-web arty TFI Disengage

    Align out and warp.

  • Catalyst Navy Issue
    Blaster CatNI Unfavoured

    They run you down. Heat prop and pray; with high ground, make them crawl to you first.

  • Catalyst Navy Issue
    10MN rail CatNI mirror Coinflip

    Load Antimatter

    Neither holds the other well. Ram with Antimatter: heat, skills, and drugs decide it.

  • Cormorant Navy Issue
    Dual MASB Corm Favoured

    Range control: easy win.

  • Cormorant Navy Issue
    Buffer Corm Favoured

    Same as blaster CatNI but easier: slower, less EHP.

Coercer Navy Issue

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.

Dual-neut brawl

The main brawl fork: drop a gun for double neut or not. Double neut trades DPS and projection 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.
  • MWD + undersized pulses is cap-tight; Scorch no longer covers point range: kiters hurt you.
  • No-prop + locus pushes Scorch to point range: stat-checks arty TFI and kiting frigates, but kiters slide on you freely.

Other brawl lines

Single-neut or no-neut brawlers have poor range control and get stat-checked by blaster brawlers without the neut trump card. Scorch projection still makes them harder to kite at point than other brawl destroyers. Keep at least one neut: otherwise an AB + web frigate orbits you to death.

Kiting (pulse, beam, locus)

Pulse kiter: technically weaker at point than beam but Conflag DPS is real. SAAR vs multispectrum coating; bulkhead vs third locus vs polycarbon are the usual rig forks.

Locus pulse: do not punch into a plex to brawl: sit inside and delete entrants at point range.

Beam kiter: 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.

Double-web meme

Two webs, no point/scram. Hold 8-9 km off the beacon for tracking. No tracking bonus: 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

Live [NVY] fittings from the First Edition. Copy or open in the fitting library.

Coercer Navy Issue
[NVY]

dual-neuts-mwd

Classic dual neut brawler with MWD. Uses the hull neut bonus to drain cap-reliant targets, then grind them down at scram range. Beware kiters and capless guns.

View fitting
Coercer Navy Issue
[NVY]

dual-neuts-no-prop

Slow brawler with dual neuts, web, and no prop mod. Trades mobility for more tank and control at scram range; ideal when you expect a straight brawl rather than a chase.

View fitting
Coercer Navy Issue
[NVY]

ab-scram-brawl

Afterburner pulse brawler for tighter range control without MWD signature penalty. Full dual-pulse rack with a neut for cap warfare in straight scram brawls.

View fitting
Coercer Navy Issue
[NVY]

mwd-scram-brawl

Focused pulse MWD brawler with a full gun rack and no neut. Pure scram-range DPS for pilots who want to close quickly and brawl.

View fitting
Coercer Navy Issue
[NVY]

locus-pulse

Locus coordinator pulse kiter with SAAR for mid-range pressure. Uses tracking and the hull's neut-adjacent slot layout to fight at pulse falloff while staying mobile.

View fitting
Coercer Navy Issue
[NVY]

kite-beams

Beam kiter with tracking enhancer for fighting near falloff. Keeps range with MWD and disruptor while applying steady beam DPS to slower brawlers and other kiters.

View fitting
Coercer Navy Issue
[NVY]

web-beams

Double-web beam fit for catching other kiters and holding them in beam range. A niche meme build that punishes pilots who assume every Coercer is a neut brawler.

View fitting

Matchups · Dual neuts

Ignoring kiting fits.

  • Coercer Navy Issue
    Coercer Navy brawl Favoured

    Heat neuts: win the cap war.

  • Thrasher Fleet Issue
    AC TFI (web or not) Skill check

    Heat neuts to stay in range; watch the DPS race; warp if losing.

  • Cormorant Navy Issue
    Cormorant Navy (MASB or buffer) Favoured

    Easy: they cannot fight neuts.

  • Catalyst Navy Issue
    Blaster CatNI Favoured

    Stay in neut range even through a nos.

  • Catalyst Navy Issue
    10MN rail CatNI Unfavoured

    Hard. MWD in for optimal neut range; cap management is everything.

Matchups · Regular brawl

Pulse brawler: not the dual-neut line.

  • Coercer Navy Issue
    Coercer Navy brawl Coinflip

    Load Conflag

    Ram, heat, let the dice roll.

  • Coercer Navy Issue
    Coercer Navy dual neuts Unfavoured

    Probably losing: counterneut, align out; cap pressure makes tackle slip.

  • Thrasher Fleet Issue
    AC TFI shield, no web Favoured

    Easy stat check.

  • Thrasher Fleet Issue
    AC TFI armor + web Coinflip

    Coinflip on fit. Orbit = Multifrequency; range = Conflag + heat.

  • Thrasher Fleet Issue
    Arty TFI (outside scram) Coinflip

    Load Scorch

    You can often force them out with Scorch: keep moving, make them turn risky to hold point.

  • Cormorant Navy Issue
    Cormorant dual MASB Unfavoured

    Load Conflag

    Lose if they reach blaster range. Start at edge of Conflag range.

  • Cormorant Navy Issue
    Cormorant buffer Unfavoured

    Load Conflag

    Paper win possible; close orbit = toast. Start away from beacon.

  • Catalyst Navy Issue
    Blaster CatNI Unfavoured

    Straight stat check: you lose.

  • Catalyst Navy Issue
    10MN rail CatNI Unfavoured

    Never hold in Conflag; Scorch vs Antimatter DPS race, and they leave whenever they want.

Matchups · Kiting

Beam, pulse, or locus: 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.

  • Coercer Navy Issue
    Self (punching into plex) Unfavoured

    If you get bored and slide in, expect to die when someone scrams you correctly.

Thrasher Fleet Issue

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.

280 mm artillery kiter

The default TFI. 280s are hard to fit but projection wins kiting matchups. You lose to 10MN rail CatNI and beam/pulse CoercerNI 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.

Autocannon brawl

Shield AC: higher DPS, common, often worse: loses range control vs CatNI and CormNI; AB + web frigates orbit you unless you run a small neut.

Armor AC: scram-kite vs blaster-heavy hulls. Both variants: open by kiting, commit to brawl range only when ready.

Dual-web, no point

Third mid fits AB: punch most brawlers. Stat-checks CatNI and CormNI variants; loses to most CoercerNI except dual-neut. No point: they warp. Keep at range 8500, F1, chill.

Example fits

Live [NVY] fittings from the First Edition. Copy or open in the fitting library.

Thrasher Fleet Issue
[NVY]

280mm-acr

Standard 280mm artillery kiter with collision accelerator for alpha and range control. Excellent for fighting on your terms; if you get tackled, you die.

View fitting
Thrasher Fleet Issue
[NVY]

280-overdrive

Simpler overdrive artillery kiter with more speed and less alpha than the ACR variant. Good entry 280mm fit for pilots learning Thrasher Fleet Issue kiting.

View fitting
Thrasher Fleet Issue
[NVY]

armour-acs

Armor autocannon brawler with a rocket launcher for close-range brawling. Scram, web, and MWD into range then tear down other destroyers with AC alpha.

View fitting
Thrasher Fleet Issue
[NVY]

shield-acs

Shield autocannon brawler with a neut for cap-dependent targets at scram range. More speed and buffer than the armor AC variant; trades some EHP for mobility.

View fitting
Thrasher Fleet Issue
[NVY]

280-double-web

Dual-web afterburner arty fit for catching kiters and controlling range at artillery optimal. A meme build that turns the tables on other 280mm kiters who rely on keeping you at range.

View fitting

Matchups · 5MN 280 mm

Hull-tank artillery kiter.

  • Catalyst Navy Issue
    10MN CatNI Unfavoured

    Load Fusion

    Stat-check loss: they outrun your tracking abuse and out-EHP/out-DPS you. Dip when it is over.

  • Coercer Navy Issue
    Pulse / beam kiting CoercerNI Unfavoured

    Load Fusion

    Web + transversal is your only shot. Punching a setup kiter: heat away and leave.

  • Coercer Navy Issue
    Brawling CoercerNI 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
    CormNI Favoured

    Load EMP

    Little they can do sliding in. Even scrammed, 280 alpha + web often kills active tank.

  • Thrasher Fleet Issue
    280 mm TFI mirror Coinflip

    Load Plasma

    Heat everything: hit quality decides it.

Matchups · Shield ACs

Excluding kiting fits.

  • General 1v1 Unfavoured

    Terrible solo fit: heat, F1, pray. High ground: Barrage-kite CatNI/CormNI, then Hail commit (never kite a CoercerNI). Reliable win: other TFIs: ammo coinflip.

Matchups · Armour ACs

Excluding kiting fits.

  • Catalyst Navy Issue
    Blaster CatNI Skill check

    Load Hail

    Stressful: they close to Void. Scram around 8 km; on slide start 10 km out and burn as lock lands.

  • Catalyst Navy Issue
    10MN CatNI 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
    CoercerNI Coinflip

    Load Hail

    Keep ~1500 m. Coinflip on their tank spec (exp/kin vs not).

  • Cormorant Navy Issue
    CormNI brawl Unfavoured

    No range control, cannot scram-kite their optimal bonus, cannot Hail through shield: avoid.

  • Thrasher Fleet Issue
    AC TFI 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.

Cormorant Navy Issue

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 brawl

Full compact + neutrons or full T2 + ions. Standard blue pill (or improved) + hardshell. MG-Crystal pod is cost-effective; skip abyssals: tight fit, MASBs are hard to roll.

Buffer surprise

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 / 75 mm bling

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

Live [NVY] fittings from the First Edition. Copy or open in the fitting library.

Cormorant Navy Issue
[NVY]

dual-masb-neutrons

Dual MASB neutron brawler with burst shield tank for winning scram brawls. Pulses XLASB charges and overheats to outlast other destroyers at close range.

View fitting
Cormorant Navy Issue
[NVY]

dual-masb-ions

Dual MASB ion blaster brawler with slightly longer reach than the neutron variant. Same burst-shield brawl concept for pilots who prefer ion range and tracking tradeoffs.

View fitting
Cormorant Navy Issue
[NVY]

buffer

Surprise MWD buffer fit with a Republic Fleet medium shield extender. Looks like a kiter until you scram and brawl with strong shield buffer and blaster DPS.

View fitting
Cormorant Navy Issue
[NVY]

10mn

10MN rail scram-kite with cap booster and shield booster for sustained mid-range pressure. Uses 75mm rails to control range while staying under scram and applying steady DPS.

View fitting

Matchups · Dual MASB

AB + double MASB brawler.

  • Coercer Navy Issue
    CoercerNI dual neuts Unfavoured

    Neuted out: you die.

  • Coercer Navy Issue
    CoercerNI brawl Favoured

    Load Void

    Close ASAP: you win. They kite: leave. High ground: easy.

  • Cormorant Navy Issue
    CormNI dual MASB mirror Coinflip

    Load Null

    Scram-kite; hope they have Void loaded.

  • Cormorant Navy Issue
    CormNI buffer Favoured

    Easier than MASB mirror.

  • Catalyst Navy Issue
    Blaster CatNI Favoured

    Load Void

    Hug them: stat check.

  • Catalyst Navy Issue
    10MN CatNI Unfavoured

    They kite you to death.

  • Thrasher Fleet Issue
    TFI ACs Favoured

    Load Void

    Stat check.

  • Thrasher Fleet Issue
    TFI 1MN dual-web arty Disengage

    Align out and warp.

  • Thrasher Fleet Issue
    TFI 5MN arty Skill check

    Load Void

    Win if you scram: watch reps, arty alpha hurts.

Matchups · Buffer

MSE + MWD surprise brawler.

  • Coercer Navy Issue
    CoercerNI dual neuts Unfavoured

    Neuted out: you die.

  • Coercer Navy Issue
    CoercerNI brawl Favoured

    Load Void

    Close ASAP: you win.

  • Cormorant Navy Issue
    CormNI dual MASB Unfavoured

    Stat check: you lose.

  • Cormorant Navy Issue
    CormNI buffer mirror Coinflip

    Load Null

    Scram-kite.

  • Catalyst Navy Issue
    Blaster CatNI Unfavoured

    Load Null

    Better CatNI (faster, more EHP). Trick win: Null scram-kite, Void ram on their Null reload.

  • Catalyst Navy Issue
    10MN CatNI Coinflip

    Can run them down: close, depends on start range.

  • Thrasher Fleet Issue
    TFI ACs Favoured

    Load Void

    Hug them: easy win.

  • Thrasher Fleet Issue
    TFI 1MN dual-web Disengage

    Align out and warp.

Matchups · 10MN 75 mm

Pithum MSB + cap booster bling line.

  • Coercer Navy Issue
    CoercerNI dual neuts 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.

  • Coercer Navy Issue
    CoercerNI brawl Coinflip

    Manual orbit at scram edge: spicy vs best DPS type into you.

  • Coercer Navy Issue
    CoercerNI beam / pulse kite Unfavoured

    Dead unless heavily blinged (crystal pod): trans-match beam DPS wins.

  • Thrasher Fleet Issue
    5MN arty TFI Favoured

    Perfect hits needed to break tank: pepper with Thorium/Iridium; they leave without scram.

  • Thrasher Fleet Issue
    AC TFI Favoured

    Load Antimatter

    Scram range: nothing they can do.

  • Cormorant Navy Issue
    CormNI brawl Favoured

    Scram-kite: you have range control.

  • Catalyst Navy Issue
    10MN CatNI Favoured

    Cannot break your tank: cannot hold them either.

  • Catalyst Navy Issue
    Blaster CatNI Favoured

    Load Antimatter

    Scram range: easy win.

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).