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EVE University Database
 
Ship Database
Avalanche
Avalanche
Avalanche
Upwell
Upwell
Upwell
Freighters
Avalanche Class
RELATED UNI-WIKI REFERENCES
Unprecedented system-wide control.
– Upwell Consortium marketing division


Designed to be the ultimate solution to all solar system infrastructure hauling needs, the Avalanche-class Freighter was conceived. Expertise provided by ORE's experience with their Bowhead design was invaluable in installing the gigantic infrastructure hold and powered slots for modules, while scientists from Mordu's Legion were able to outfit the Avalanche with new advanced missile guidance routines for auto-targeting missiles as well as installing missile armaments that could put most Battleships to shame.

The Avalanche is also capable of fitting capital sized shield flex hardener modules, thanks to a collaborative effort between Chemal Tech, Eifyr and Co and Propel Dynamics, although this, on top of the gigantic infrastructure hold it possesses has come at the expense of it having far too large and turbulent of a digital signature to be able to use a cloaking device.

SHIP BONUSES

Upwell Freighter bonuses (per skill level):
10% bonus to ship infrastructure hold capacity
10% bonus to missile damage
20% bonus to Auto-Targetting missile damage
Role Bonus:
90% reduction to effective distance traveled for jump fatigue
90% reduction in Capital Flex Shield Hardener capacitor activation cost and powergrid requirements.
• Unable to use Cloaking modules
• Can link to Orbital Skyhook reagent silos bypassing the normal ship restrictions

Required Skills
Training Time what's this?
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
10,000 MW
CPU
cpu output
500 tf
Capacitor
capacitor
3,500 GJ
High
high slots
6
Launchers
launcher slots
6
Turrets
turret slots
0
Medium
medium slots
3
Low
low slots
3
Rig
rigs
Calibration
calibration
0
Navigation
Max Velocity
Maximun velocity
60 m/s
Inertia Modifier
inertia modifier (agility)
0.063
Warp Speed
Maximun warp speed
1.37 AU/s
Base Time to Warp
base time to warp
83.84 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
No drone bay.
Targeting
Max Tgt. Range
Maximun targeting range
60 km
Max Locked Targets
Maximun # locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
96
Sig. Radius
signature radius
10,660 m
Scan Res.
scan resolution
100 mm
Structure
Structure Hitpoints
structure hitpoints
80,000 HP
Mass
ship mass
960,000,000 kg
Volume
ship volume
16,250,000 m3
Cargo Capacity
cargo capacity
205,000 m3
Infrastructure Hold Capacity
capacity
2,000,000 m3
Armor
Armor Hitpoints
armor hitpoints
20,000 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
40,000 HP
Shield Resistances
EM
electromagnetic resistance
20
THR
thermal resistance
20
KIN
kinetic resistance
50
EXP
explosive resistance
50


Summary

The Avalanche is a capital-sized hull like other freighters, but its Powergrid and CPU is slightly lower than the average T1 battleship, which means it cannot fit true capital-sized modules -- with the exception of Capital Flex Shield Hardeners for which it receives a 90% reduction in fitting requirements due to its Role Bonus. A 500MN Microwarpdrive is the largest prop module it can support, and battleship-sized weapon modules are the largest it can fit.

A combination of good navigation skills, skill hard-wiring implants, agility modules, and/or an overheated 500MN MWD II, the Avalanche can achieve a 10-second align time to warp by pulsing the MWD.

The Avalanche can also fit an impressive buffer tank and can also deal a great amount of missile damage due to its bonuses.

Skills

The ship greatly benefits from perfect navigation skills (Navigation, Evasive Maneuvering, High Speed Maneuvering, Acceleration Control) as these make the 10 second align via a MWD able to be performed. A deficiency in these skills will require a higher commitment of resources (implant slots, low slots, etc) to meet the threshold. Low skills will make it impossible regardless of the modules you have access to.

Unlike other freighters, skills in missiles and shield modules are needed to bring your survivability to its full potential. Shield skills have a more immediate impact, as Hardeners provide a massive EHP increase and are needed to take advantage of the Capital Flex Hardener. Better missile skills add DPS, but the threat of the missiles is often more effective than the missiles are in practice. Prioritize tank.

Tactics

A 10 second align time can be reliably achieved with a cold MWD II if the combined effects of skills/implants/agility modules can bring the base alignment time to sub 25 seconds. A mix of Mid-Grade Nomads (Slots 1-5), a Rogue EM-706 (Slot 7) and a single Inertia Stab II can meet this threshold. While this setup sacrifices some tank and/or warp speed, it dramatically reduces the time spent on gate for active pilots. This reduces the opportunity to be cargo scanned and also forces any ganking squad to maintain tackle, which an Avalanche pilot has means of breaking via its missiles. This dramatically improves the safety of travel compared to other freighters in hi-sec.

The enormous specialized hold is not reduced when using Bulkheads, which means that substantial buffer tanks can be fitted without sacrificing the primary benefit of the ship. These can be combined with a DCU, making for a very potent hull buffer tank. Mid slots should be fitted with Hardeners. The script in the Capital Flex Hardener can be loaded with different scripts, which can target holes in resists, or better prepare for known ganker fits. Active tanks are unlikely to outlast a dedicated ganking squad; your best bet is to aim for buffer to buy time for either a CONCORD response, or for your missiles to break tackle.

Rapid Heavy Missile Launchers will deal better damage to enemy ships that don't move (many gankers stay still to maximize tracking), but will have a harder time applying to moving targets (particularly fast frigates that may be holding tackle). Use auto-targetting missiles to take advantage of the bonus AND to increase response time (they deal damage without a lock).

Notes

While the Avalanche appear combat ready compared to other freighters, it is still poorly suited for unsupported travel outside of High Sec. The tools to lock down a slow ship like a freighter are abundant in low sec, and the ability to call in support via cynos means that even a single pilot can be a major threat.

Patch Notes