Griffin

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Ship Database
Griffin
Griffin
Caldari State
Caldari State
ECM PRIORITY
LOW
Gravimetric
what's this?

LOW Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Standard Frigates
Griffin Class
EXTERNAL LINKS

Contents

The Griffin is much used by the Caldari Navy as a support vessel in combat squadrons, using its impressive array of electronic gadgetry to disrupt the operation of target ships, making them easy prey for traditional combat vessels.

SHIP BONUSES

Caldari Frigate bonuses (per skill level):
15% bonus to ECM Target Jammer strength
10% reduction in ECM Target Jammer activation cost

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) Electronic Warfare
▪ Variations
Kitsune
CornerT2s.png
Kitsune
Kitsune
Electronic Attack FrigatesGriffin Class
high slots3
(3/1)
middle slots5
low slots2
powergrid26 MW
cpu output270 tf
max. velocity315 m/sec
cargo capacity160 m³
,
Griffin Navy Issue
CornerTFs.png
Griffin Navy Issue
Griffin Navy Issue
Faction FrigatesGriffin Class
high slots3
(1/2)
middle slots5
low slots2
powergrid40 MW
cpu output180 tf
max. velocity325 m/sec
cargo capacity260 m³

Ship Attributes

Fittings
Powergrid
powergrid
24 MW
CPU
cpu output
240 tf
Capacitor
capacitor
245 GJ
High
high slots
2
Launchers
launcher slots
2
Turrets
turret slots
0
Medium
middle slots
5
Low
low slots
2
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
325 m/sec
Inertia Modifier
inertia modifier (agility)
3.5
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
5.12 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
Drone Capacity
drone capacity
5 m³
Drone Bandwith
drone bandwith
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
65.00 km
Max Locked Targets
max. locked targets
6
Gravimetric Sensor
Gravimetric sensor strength
17 points
Sig. Radius
ship signature radius
42 m
Scan Res.
scan resolution
500 mm
Structure
Structure Hitpoints
structure hitpoints
250 HP
Mass
ship mass
1,056,000 kg
Volume
ship volume
19,400 m³
Cargo Capacity
cargo capacity
260 m³
Shields
Shield Capacity
shields
400 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
20
KIN
shield kinetic resistance
40
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
250 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
45
KIN
armor kinetic resistance
25
EXP
armor explosive resistance
10


Summary

The Griffin is the Caldari Electronic Warfare Frigate, specializing in Electronic Countermeasures (ECM). It is very frequently seen in E-UNI fleets. ECM is often described as the most useful form of Electronic Warfare, in that it breaks enemy target locks and prevents the enemy from re-acquiring targets for 20 seconds. This can reduce the damage directed at your fleet, prevent enemy logistics from providing remote support, and break warp disruption from tacklers, allowing an escape. For new EVE players, flying the Griffin only requires training Caldari Frigate I, and no training at all for new Caldari pilots. As a result, new Unistas can have an immediate, significant impact on fleet engagements by flying the Griffin. The Griffin also provides excellent training for more advanced ECM ships, like the Blackbird, Falcon and Scorpion.

The Griffin receives a bonus to ECM module strength per level of Caldari Frigate, which has a significant impact on ECM effectiveness. Even with this bonus, however, ECM modules still miss more often than they hit. As a result, the Griffin is typically fit to maximize ECM success. One way to do this is to use racially specific, rather than multispectral, ECM modules. Unless the ECM target is known in advance of fitting, Griffins are normally fit with a “rainbow” of racially specific ECM modules, to maximize the chance of jamming a variety of racial ship targets. One or two signal distortion amplifiers also increase the Griffin’s chance to jam. By contrast, the Griffin is not commonly fit for tank or weapons, because it can’t survive short-range combat. (You may choose to fit weapons in the high slots, but you will probably never use them.)

Rigs can be used to extend the Griffin’s base lock range, or its ECM range, or both. In any case, it is important to make the ship’s lock range much longer than its ECM modules’ optimal range, to maximize the practical operating range of the ship.

Skills

These skills will improve your EWAR effectiveness when flying a Griffin.

  • Caldari Frigate - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness: 15% bonus to ECM Target Jammer strength per level and +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires Spaceship Command I.
  • Long Range Targeting - 5% Bonus to targeting range per skill level. Requires CPU Management Level 2.
  • Frequency Modulation - Increases the falloff distance of your ECM modules by 10% per level. Requires CPU Management Level 3 and Electronics Warfare Level 2.
  • Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management Level 4 and Electronics Warfare Level 3.
  • Signal Dispersion - Increases your jam strength by 5% per level. This skill requires CPU Management 5 and Electronic Warfare Level 4. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.

See the EWAR Guide and ECM Guide articles for more information.

Fitting

Standard Fleet
Griffin: Standard Fleet
EFT
[Griffin, Standard Fleet]
OE-5200 Rocket Launcher
OE-5200 Rocket Launcher

5MN Cold-Gas Enduring Microwarpdrive
BZ-5 Scoped Gravimetric ECM
Enfeebling Scoped Ladar ECM
Hypnos Scoped Magnetometric ECM
Umbra Scoped Radar ECM

'Hypnos' Signal Distortion Amplifier I
'Hypnos' Signal Distortion Amplifier I

Small Particle Dispersion Projector I
Small Ionic Field Projector I
Small Particle Dispersion Augmentor I


Hobgoblin I x1

Fitting template high slot label.png
16525_64.png
16525_64.png
Fitting template mid slots label.png
5971_64.png
19946_64.png
19939_64.png
19927_64.png
19952_64.png
Fitting template low slots label.png
25565_64.png
25565_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
2454_64.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
31298_64.png
31274_64.png
31286_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Rockets to clean tackle in case of emergency
Standard Fleet, T2
Griffin: Standard Fleet, T2
EFT
[Griffin, Standard Fleet, T2]
Auto Targeting System I
Rocket Launcher II

Radar ECM II
Magnetometric ECM II
Ladar ECM II
Gravimetric ECM II
5MN Cold-Gas Enduring Microwarpdrive

Signal Distortion Amplifier II
Signal Distortion Amplifier II

Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Augmentor I


Acolyte II x1

Fitting template high slot label.png
1182_64.png
10631_64.png
Fitting template mid slots label.png
2575_64.png
2563_64.png
2559_64.png
2571_64.png
5971_64.png
Fitting template low slots label.png
25563_64.png
25563_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
2205_64.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Fitting template rig slots label.png
31298_64.png
31298_64.png
31286_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Tactics

New Griffin pilots should read the Tactics section of the UniWiki’s EWAR guide, and attend an Electronic Warfare 101 practical exercise; these will provide some details on how to fly EWAR frigates. Specific tips on flying the Griffin:

  • Warp into an engagement after your fleetmates. By landing on grid first, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after they have already committed to focusing on your fleet’s tankier damage dealers.
  • Know your operating range, and keep that distance from your opponents. ECM modules have the best chance to jam inside their optimal range, but they still work well within falloff. Even at a range of (optimal + ½ falloff), an ECM module is 85% effective, and so that is a good operating range limit for the Griffin.
  • Match your jammers to your opponents’ racial sensor types. If you are flying a “rainbow”-fit Griffin, try to use the appropriate jammer on each opponent. If you aren’t familiar with an opponent’s sensor type, right-click your opponent, “Show info…” on their ship, and look at the color of the nebula in the background of the ship image. Match the ECM module color to this background color. (There are a few ship types—ORE, SoE and CONCORD—for which this doesn’t work. For these, check the UniWiki ship page, or the Attributes tab of the ship info window.)
  • If you get into trouble, warp away. Once your ECM starts to take effect, your opponents will likely try to take you out by sending an interceptor or some drones after you. The Griffin is too slow to outrun any of these threats, and too fragile to survive them. If danger comes your way, warp out, and warp back in again somewhere else.
”But wait,” you may ask, “what impact can my ECM have if I just have to run at the first sign of danger?” ECM only represents half of the Griffin’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Griffin pilot. By warping out and back in again, you can force an opposing fleet to respond to you rather than to the bulk of your fleet.

More information on EWAR tactics, and specifically on ECM, are available at the EWAR Guide and the ECM Guide.

Notes

You can add notes here.


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