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Fighters are extremely powerful Drones equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by carriers, supercarriers, Guristas capital ships, and Upwell Structures.

General Fighter Mechanics

In order to use fighters you need to train Fighters (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill Fighter Hangar Management increases fighter hangar size by 5% per level.

If fighters are more than 300 km from your carrier or structure and you recall them to their launch tube, they will quickly warp back.

Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to ECM, and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.

Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones.

Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cool-down and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.

Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.

When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.

Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.

Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.

All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.

Fighter Damage Mechanics

Fighter weapons use a variation of Missile damage mechanics: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.

Total Damage=Base damage×N×min(1,SignatureExplosionradius,(Signature×ExplosionvelocityExplosionradius×Velocity)DRF)×0.5(max(0,DistanceOptimal)Falloff)2

Where

  • Total Damage is the actual damage dealt, before resistances.
  • Base damage is the damage displayed in the fighters' Show Info window.
  • N is the number of fighters in the squadron.
  • Signature is signature radius of the target.
  • Velocity is velocity of the target.
  • Explosion radius and explosion velocity are values for the fighters' weapon.
  • Distance is the distance between the fighters and their target.
  • Optimal and Falloff are the values for the fighters' weapon.
  • DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:
DRF=ln(Damage reduction)ln(Damage sensitivity)

Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.

Fighter type Weapon Damage Reduction DRF
Space Superiority Micro Missile 2.0 0.406598
Light Attack Cannons 3.0 0.644443
Light Attack Heavy Rockets 5.0 0.944091
Heavy Attack Cannnons 5.5 1.0
Heavy Attack Torpedoes 5.5 1.0
Shadow Cannons 5.0 0.944091
Heavy Long-Range Cannons 5.0 0.944091

A shorthand on the results of the range formula:

  • Within Optimal range, the weapons can deal full damage.
  • At Optimal+Falloff, the weapons deal 50% damage.
  • At Optimal+(Falloff x2), the weapons deal 6.25% damage.
  • Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.

These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.

Light Fighters

Light fighters require the skill Light Fighters (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.

Attack Fighters

Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.

Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.

All damage values on this page are per-fighter, not per-squadron.


General Stats
Squadron Size 9
Volume 1000m3
Signature Radius 110m
Shield Capacity (T1) 2190 HP
Shield Capacity (T2) 2420 HP
Shield Capacity (Faction) 3630 HP
Refueling time 5s
Explosion Radius (cannon) 185m
Explosion Velocity (cannon) 105m/s
Fire rate (cannon) 5s
Explosion Radius (rocket) 400m
Explosion Velocity (rocket) 70m/s
Fire rate (rocket) 14s
Rocket range 10,000m


Faction Fighter Tech Damage Rocket Damage Range Falloff Speed (Base) Speed (MWD) Orbit
Amarr Templar Tech I 65 119 8000m 5000m 833 m/s 4,165 m/s 6,500 m
Tech II 72 131 9600m 867 m/s 4,335 m/s 7,300 m
Faction 68.5 125
Caldari Dragonfly Tech I 72 131 4000m 5000m 753 m/s 3,765 m/s 4,500 m
Tech II 79 146 4800m 785 m/s 3,925 m/s 4,900 m
Faction 75.5 138.5
Gallente Firbolg Tech I 75 138 4000m 5000m 714 m/s 3,570 m/s 4,500 m
Tech II 83 152 4800m 743 m/s 3,715 m/s 4,900 m
Faction 79 145
Minmatar Einherji Tech I 62 113 4000m 10000m 873 m/s 4,365 m/s 7,000 m
Tech II 68 124 4800m 908 m/s 4,540 m/s 7,400 m
Faction 65 118.5

Space Superiority

Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage(-80% damage) to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.

General Stats
Squadron Size 12
Volume 800m3
Signature Radius 88m
Shield Capacity (T1) 1600 HP
Shield Capacity (T2) 1760 HP
Shield Capacity (Faction) 2640 HP
Refueling time 3s
Explosion Radius 15m
Explosion Velocity 300m/s
Fire rate 3.5s
Range 18,000m
Fighter Tackle range 18,000m
Faction Fighter Tech Damage Speed (Base) Speed (AB) Orbit
Amarr Equite Tech I 38 1,000 m/s 2,000 m/s 10,000 m
Tech II 42 1,040 m/s 2,080 m/s
Faction 40
Caldari Locust Tech I 40 905 m/s 1,810 m/s 10,000 m
Tech II 44 941 m/s 1,882 m/s
Faction 42
Gallente Satyr Tech I 42 857 m/s 1,714 m/s 10,000 m
Tech II 46 892 m/s 1,784 m/s
Faction 44
Minmatar Gram Tech I 36 1,048 m/s 2,096 m/s 10,000 m
Tech II 40 1,090 m/s 2,180 m/s
Faction 38

Heavy Fighters

Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters.

Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.

Heavy Attack

Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.

There is also a Sansha faction heavy fighter (the Shadow). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.

General Stats
Squadron Size 6
Volume 1800m3
Signature Radius 110m
Shield Capacity (T1) 4015 HP
Shield Capacity (T2) 4433 HP
Refueling time 10s
Explosion Radius (cannon) 3000m
Explosion Velocity (cannon) 40m/s
Fire rate (cannon) 5s
Explosion Radius (torpedo) 5000m
Explosion Velocity (torpedo) 50m/s
Fire rate (torpedo) 40s
Torpedo range (T1) 10,000m
Torpedo range (T2) 12,000m
Shield Capacity (Shadow) 5500 HP
Explosion Radius (Shadow) 2000m
Explosion Velocity (Shadow) 60m/s
Fire rate (Shadow) 3.5s
Faction Fighter Tech Damage Torpedo Damage Range Falloff Speed (Base) Speed (MWD) Orbit
Amarr Malleus Tech I 316 2,527 8000m 5000m 576 m/s 2,880 m/s 6,500 m
Tech II 349 2,793 9600m 600 m/s 3,000 m/s 7,300 m
Caldari Mantis Tech I 349 2,793 4000m 5000m 521 m/s 2,605 m/s 4,500 m
Tech II 386 3,087 4800m 543 m/s 2,715 m/s 4,900 m
Gallente Cyclops Tech I 366 2,926 4000m 5000m 494 m/s 2,470 m/s 4,500 m
Tech II 404 3,324 4800m 514 m/s 2,570 m/s 4,900 m
Minmatar Tyrfing Tech I 299 2,394 4000m 10000m 604 m/s 3,020 m/s 7,000 m
Tech II 331 2,646 4800m 628 m/s 3,140 m/s 7,400 m
Sansha Shadow Faction 200
200
N/A 9600m 5000m 543 m/s 9,500 m/s 2,172 m

Long Range Attack

Long Range Attack fighters have faction specific long-range weaponry (i.e, beam cannon, railgun, and artillery), a Micro Jump Drive for range control, and are capable of launching unguided bombs (much like stealth bombers but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are immune to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space.

The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships. This said though, long ranged fighter damage can be absolutely devastating to cruisers or battlecruisers with active microwarpdrives.

General Stats
Squadron Size 6
Volume 2000m3
Signature Radius 120m
Shield Capacity (T1) 3762 HP
Shield Capacity (T2) 4158 HP
Refueling time 2s
Explosion Radius (cannon) 380m
Explosion Velocity (cannon) 80m/s
Fire rate (cannon) 8s
Damage (bomb) 640
Explosion Radius (bomb) 400m
Fire rate (bomb) 60s
Micro Jump Drive Range 100km
MJD Activation Time 10s
MJD Signature Penalty +150%
Faction Fighter Damage Optimal Falloff Speed (Base) Orbit
Amarr Ametat I 253 34 km 8,000 m 555 m/s 31.50 km
Ametat II 279 40.80 km 8,000 m 578 m/s 36.60 km
Caldari Termite I 279 30 km 12 km 502 m/s 31.50 km
Termite II 309 36 km 12 km 523 m/s 36 km
Gallente Antaeus I 293 30 km 12 km 476 m/s 31.50 km
Antaeus II 323 36 km 12 km 495 m/s 36 km
Minmatar Gungnir I 239 26 km 16 km 582 m/s 31.50 km
Gungnir II 265 31.20 km 16 km 605 m/s 36 km

Support Fighters

Support fighters are specialized fighters that each perform their own type of EWAR. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. Unlike the others, the Siren warp disruption fighters have an Afterburner in stead of a Microwarpdrive, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the Support Fighters skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.

General Stats
Squadron Size 3
Volume 3000m3
Signature Radius 120m
Shield Capacity (T1) 6800 HP
Shield Capacity (T2) 7500 HP
Refueling time 2s
Faction Fighter Energy Neut Optimal Falloff Speed (Base) Speed (MWD) Orbit
Amarr Cenobite I 60 5,000 m 2,500 m 715 m/s 4,290 m/s 3,750
Cenobite II 80 10,000 m 5,000 m 744 m/s 4,464 m/s 7,500
Faction Fighter Jamming Strength Optimal Falloff Speed (Base) Speed (MWD) Orbit
Caldari Scarab I 1.6 5,000 m 5,625 m 715 m/s 4,290 m/s 5,300 m
Scarab II 2.3 7,500 m 8,400 m 744 m/s 4,464 m/s 8,000 m
Faction Fighter Warp Disruption Range Speed (Base) Speed (AB) Orbit
Gallente Siren I 1 8 km 715 m/s 2,145 m/s 4,000 m
Siren II 1 16 km 744 m/s 2,604 m/s 8,000 m
Faction Fighter Velocity Reduction Range Speed (Base) Speed (MWD) Orbit
Minmatar Dromi I 10% 8 km 715 m/s 4,290 m/s 4,000 m
Dromi II 15% 16 km 744 m/s 4,464 m/s 8,000 m

Fighter Improving Modules

Many modules which improve Drones also improve Fighters. All modules in this list are subject to Stacking penalties

High slot modules
Fighter support unit improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.
Medium slot modules
Drone Navigation Computer increases fighter speed by 25% (30% for the Tech 2 variant).
Omnidirectional Tracking Link increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects.
Low slot modules
Drone Damage Amplifier increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant).
Omnidirectional Tracking Enhancer increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy).