Slasher

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Ship Database
Slasher
Slasher
Minmatar Republic
Minmatar Republic
ECM PRIORITY
LOW
LADAR
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
Slasher Class
EXTERNAL LINKS

Contents

The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.

SHIP BONUSES

Traits:
Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed

Role bonus:
80% reduction in Propulsion Jamming systems activation cost

Required Skills
  • Minmatar Frigate I16m
    • Spaceship Command I8m
Training Time what's this?
0d 0h 24m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations
Claw
CornerT2s.png
Claw
Claw
InterceptorsSlasher Class
highlightsFast Target Locking Time
high slots4
(1/3)
middle slots2
low slots4
powergrid45 MW
cpu output125 tf
max. velocity480 m/sec
cargo capacity94 m³
,
Stiletto
CornerT2s.png
Stiletto
Stiletto
InterceptorsSlasher Class
highlightsFast Target Locking Time
high slots3
(1/2)
middle slots4
low slots3
powergrid30 MW
cpu output150 tf
max. velocity435 m/sec
cargo capacity92 m³

Ship Attributes

Fittings
Powergrid
powergrid
36 MW
CPU
cpu output
140 tf
Capacitor
capacitor
240 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
middle slots
4
Low
low slots
2
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
430 m/s
Inertia Modifier
inertia modifier (agility)
2.83
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
3.37 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
max. targeting range
22.5 km
Max Locked Targets
max. locked targets
4
LADAR Sensor
LADAR sensor strength
7 points
Sig. Radius
ship signature radius
30 m
Scan Res.
scan resolution
940 mm
Structure
Structure Hitpoints
structure hitpoints
300 HP
Mass
ship mass
1,075,000 kg
Volume
ship volume
17,400 m³
Cargo Capacity
cargo capacity
120 m³
Shields
Shield Capacity
shields
350 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
300 HP
Armor Resistances
EM
shield electromagnetic resistance
60
THR
armor thermal resistance
35
KIN
armor kinetic resistance
25
EXP
armor explosive resistance
10


Summary

The Slasher is the Minmatar Attack Frigate. The Slasher's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Slasher tricky to predict and counter. The Slasher also has bonuses to projectile weapons, though Slasher tacklers are sometimes too far from their targets to apply much damage with them. The Slasher is the most versatile of the four racial Attack Frigates, and can be flown in a number of different ways. But the job of a Slasher pilot is typically the same as that of any tackler: to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver the punch.

The Slasher’s versatility makes it an excellent hull for new pilots learning different approaches to tackling and scouting. Flying the Slasher provides great practice for eventually flying fleet interceptors (such as the Stiletto), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Slasher isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Slasher pilots are strongly advised to read the UniWiki guide to tackling, and to attend a Tackling 101 practical.

The Slasher has relatively low base HP, which is evenly spread between hull, armor and shield. As a result, the Slasher is difficult to tank, and is the flimsiest of the four racial Attack Frigates after fitting. The ship makes up for its poor tank with a low signature radius and high speed, which makes the Slasher tough to hit. Like other tackle frigates, the tackle Slasher is typically equipped with a microwarpdrive and a warp disruptor (“point”) in two of its mid slots. But the other two mids can be fit with a variety of different modules—a shield extender, a warp scrambler (“scram”), a stasis webifier (“web”), a signal amplifier for fast lock time, or even a tracking or guidance disruptor to mitigate enemy damage. Different fits require different tactics, some of which are described in the Tactics section below. In the end, Slasher pilots are encouraged to try out different layouts, and experience first-hand how their choices affect the way the ship flies.

Some inherent limitations make the Slasher less effective as a damage dealer, PvE, or solo PvP ship. The Slasher receives bonuses to projectile damage and tracking, but the short range of small projectiles means that the ship must fly close to an enemy to apply damage. This puts the Slasher within range of an opponent’s scram, web, and neuts, which spell danger for the nimble Slasher. The Slasher can avoid this by kiting the enemy, if it is fit with longer-range small artillery, but the damage output of artillery is lower. Minmatar characters interested in a PvE frigate may be better off flying one of the two Minmatar Combat Frigates (the Breacher or Rifter). And Minmatar PvP pilots might wait to skill into the Republic Fleet Firetail, which is an exceptional PvP ship.

Skills

  • From the ship description:

  • Core Competency - Basic [Certificate]
  • Frigate Projectile Turrets - Basic [Certificate]
  • Propulsion Jammer Operator - Basic [Certificate]
  • High Velocity Helmsman - Basic [Certificate]

Fitting

Fleet PvP - Day 1 Tackle
Slasher: Fleet PvP - Day 1 Tackle
EFT
[Slasher, Fleet PvP - Day 1 Tackle]
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I

5MN Cold-Gas Enduring Microwarpdrive
Faint Epsilon Scoped Warp Scrambler
Faint Scoped Warp Disruptor
Medium Shield Extender I

Damage Control I
Type-D Restrained Nanofiber Structure

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Ancillary Current Router I



Proton S x1

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Fitting template mid slots label.png
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Fitting template low slots label.png
2046_64.png
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Fitting template drone slots label.png
Fitting template drone slots label.png
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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Guns exist purely to tag targets for killmails. Your damage is negligible, and not the purpose of the fit.
Instalocker
Slasher: Instalocker
EFT
[Slasher, Instalocker]
200mm Light Prototype Automatic Cannon
200mm Light Prototype Automatic Cannon
200mm Light Prototype Automatic Cannon
Festival Launcher

Warp Disruptor II
5MN Y-T8 Compact Microwarpdrive
F-90 Compact Sensor Booster
F-90 Compact Sensor Booster

F-89 Compact Signal Amplifier
Damage Control II

Small Auxiliary Thrusters I
Small Targeting System Subcontroller I
Small Targeting System Subcontroller I



Titanium Sabot S x1000
EMP S x2000
Scan Resolution Script x2
Snowball x50

Fitting template high slot label.png
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Fitting template mid slots label.png
3244_64.png
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Fitting template drone slots label.png
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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Get tackle for fleet and as soon as secondary tackle confirmed - warp away!
Fleet Tackle
Slasher: Fleet Tackle
EFT
[Slasher, Fleet Tackle]
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II

5MN Y-T8 Compact Microwarpdrive
Medium Shield Extender II
Warp Disruptor II
Warp Scrambler II

Nanofiber Internal Structure II
Damage Control II

Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I



Republic Fleet EMP S x1200

Fitting template high slot label.png
2873_64.png
2873_64.png
2873_64.png
Fitting template mid slots label.png
5973_64.png
3831_64.png
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Fitting template low slots label.png
2605_64.png
2048_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
21898_64.png
Fitting template rig slots label.png
31716_64.png
31788_64.png
31788_64.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Downgrade T2 modules to meta if not enough PWG or CPU in the following sequence: Guns (least important), Scram , Shield Extender, Disruptor (most important)
Hulltank Scram Kiter
Slasher: Hulltank Scram Kiter
EFT
[Slasher, Hulltank Scram Kiter]
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
Small Gremlin Compact Energy Neutralizer

1MN Y-S8 Compact Afterburner
Faint Epsilon Scoped Warp Scrambler
Fleeting Compact Stasis Webifier
Baker Nunn Enduring Tracking Disruptor I

IFFA Compact Damage Control
Counterbalanced Compact Gyrostabilizer

Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Projectile Burst Aerator I



Barrage S x720
Republic Fleet EMP S x720
Republic Fleet Fusion S x720
Republic Fleet Phased Plasma S x720
Optimal Range Disruption Script x1

Fitting template high slot label.png
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Fitting template drone slots label.png
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Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Solo PvP
Slasher: Solo PvP
EFT
[Slasher, Solo PvP]
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II

Medium Ancillary Shield Booster
1MN Afterburner II
X5 Enduring Stasis Webifier
J5b Enduring Warp Scrambler

Type-D Restrained Nanofiber Structure
Damage Control II

Small Projectile Burst Aerator I
Small Projectile Collision Accelerator I



Barrage S x720
Republic Fleet EMP S x720
Republic Fleet Fusion S x720
Republic Fleet Phased Plasma S x720

Fitting template high slot label.png
2889_64.png
2889_64.png
2889_64.png
Fitting template mid slots label.png
32772_64.png
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Fitting template low slots label.png
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Fitting template subsystem slots label.png
Fitting template drone slots label.png
Fitting template drone slots label.png
Fitting template charge slots label.png
12625_64.png
21898_64.png
21906_64.png
21924_64.png
Fitting template rig slots label.png
31668_64.png
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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
FLEET-UP
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Very tight on CPU fitting requirements. Needs Weapon Upgrades V and CPU Management V
  • AB/Scram/Kite archetype for Faction Warfare PVP


Tactics

Fleet Slasher pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the tackle Slasher:

  • Choose your targets wisely. The Slasher is especially effective against large ships, because they have trouble tracking the Slasher with their larger weapons systems. Slasher pilots can make a bid on any ship that is battlecruiser-sized and larger, on most cruisers, and even some destroyers. Anti-tackle faction cruisers, Tech III destroyers, and enemy frigates, on the other hand, will still outrun the rest of your fleet if they are fit for speed, even if you stay with and point them. If you have fitted a scram or web in addition to your point, you can tackle these speedier targets. But, be prepared to take some damage--ships like these are typically fit to hit tackle frigates like yours.
  • Keep an appropriate distance. If you are only fit with a warp disruptor, check its optimal range, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
If you are fit with a scram, and you want to use it on your target, set your orbit to 500 meters and shut off your microwarpdrive (MWD) once you get within ~10 km of your target. This will allow your ship to quickly achieve a stable orbit at extremely close range to hopefully get under and stay under enemy guns. If you turn your MWD off too late you will 'yo-yo' on the target and potentially lose your scram. Leaving your MWD on drains capacitor unnecessarily, makes it much easier for other ships to shoot you (due to the signature bloom of an active MWD), and may force you into an elliptical orbit that pushes you outside of scram range.
  • Spiral in. Because the Slasher is poorly tanked, the Slasher pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Slasher pilots should just fly straight at these targets.
  • Anticipate your opponent. Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
  • Call your point in comms. Let your fleetmates know when they should warp to you!

Slasher pilots can learn more about tackling by attending Tackling 101.

Notes

You can add notes here.

Patch History


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