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
RELATED UNI-WIKI REFERENCES

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
Kitsune
CornerT2s.png
Kitsune
Electronic Attack Frigates Griffin Class
high slots3(3/1) middle slots5 low slots2
powergrid26 MW cpu output270 tf
max. velocity315 m/sec
cargo capacity160 m³
,Griffin Navy Issue
Griffin Navy Issue
CornerTFs.png
Griffin Navy Issue
Faction Frigates Griffin 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 Bandwidth
drone bandwidth
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
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
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


Summary

The Griffin is the Caldari Tech 1 electronic warfare frigate, specializing in ECM. Although the Griffin is cheap and requires few character skills, it can have a significant battlefield impact.

ECM is a particularly powerful type of EWAR: a successfully jammed enemy loses all their target locks and cannot lock any ship other than their jammer for 20 seconds. This can reduce the damage directed at your fleet, prevent enemy logistics ships repairing their allies, and break tackle, allowing friendly ships to escape. In group PvP combat, the Griffin is a powerful force multiplier. Because of its cheap cost and low SP requirements, groups living in dangerous space often also keep spare Griffins in their hangars ready to jam tackle off when a friendly PvE ship is attacked; because these ships are used to pry tackling ships off, players sometimes colloquially call them "crowbars".

For new EVE players, flying this ship only requires training Caldari Frigate I, a skill which Caldari characters begin with and which can be quickly trained by anyone else; anyone who has completed the first six hours of the E-Uni Short Skill Plan can be basically functional in a Griffin. Griffin pilots who enjoy flying ECM can consider training for the Blackbird in the short term, and for the Kitsune, Rook and Falcon in the long term.

Skills

The Griffin is a fairly forgiving ship and new pilots need few skills to be effective in using it. There are, though, some skills which will further boost the Griffin's power, and anyone planning to use ECM often should consider training these. A key, obvious priority is the Caldari Frigate skill, which gives the ship +15% ECM strength and +12.5% ECM range per level. Electronic Warfare, which every character already has at level I after character creation, shaves 5% off the capacitor use of ECM modules per level.

Increasing the range of ECM and the target locking range of the ship also makes the Griffin more able to affect a whole battle, and increases its survivability (as it can fight from further away):

Pilots enthusiastic about ECM should also look towards training Signal Dispersion, which gives a further +5% bonus to ECM strength per level. This skill requires CPU Management V and Electronic Warfare IV, so it is a medium-term goal for enthusiasts, not a requirement for occasional Griffin pilots. Electronic Superiority Rigging mitigates the shield penalties incurred by adding rigs useful for ECM to a ship.

Tactics

New Griffin pilots can read the tactics section of the wiki's page on EWAR, and/or attend one of the Uni's Introduction to EWAR classes.

The Griffin is typically fitted with racially-specific ECM jammers. If the ECM target is not known before undocking, these are normally fitted in "rainbow" configuration with one jammer of each of the four types. Griffins often keep extra racially-specific jammers in their cargo, so that they can refit to jam specific targets if they receive intel before fighting. Signal Distortion Amplifier modules in the low slots increase ECM strength, and a MWD helps battlefield mobility. The Griffin cannot mount a useful tank without sacrificing its ECM modules, and cannot deal significant damage, so Griffins often have no tank or weapons. Rigs can extend the Griffin’s base lock range, or its ECM range, or both. It is important to make the ship’s lock range longer than its jammers' optimal, to maximize the practical operating range of the ship.

The following tips will prove useful in flying a Griffin:

  • Warp into an engagement after your fleetmates. Let your opponents begin attacking others and make yourself an added complication to which they have to adjust.
  • Know your operating range, and keep that distance from enemies.
  • 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. The background colour of the ship image in the locked target window tells you which colour of jammer to use, so, for example, Minmatar ship icons always have red backgrounds, and red jammers are strong against them.
  • Fight aligned and warp out to avoid damage. With no tank, a Griffin's best defence is often a quick warp away when enemies begin to target it (it is fine to warp on being targeted, rather than waiting for damage). Warp to a nearby celestial object, and then bounce back into the fight at your optimal range, using one of your allies as a warp-in point.
    • Don't worry about "running away". By repeatedly bouncing out of a fight when targeted, you are disrupting the enemy fleet's plans and distracting them from your allies even when you are off-grid.

Notes

The griffin is a mythological lion-eagle hybrid beast, usually depicted with the body of a lion but the wings and head of an eagle. It originates in Middle Eastern and Mediterranean mythology, and has a long history in art and heraldry.


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