Difference between revisions of "Enyo"

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* SHIP ATTRIBUTES SECTION (last update : 2024-11-14)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
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| shipid=12044
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| shipimg=Enyo.jpg
|shipid=12044
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| shipname=Enyo
|shipimg=Enyo.jpg
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| class=Assault Frigate
|shipname=Enyo
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| grouping=Assault Frigates
|caption=Enyo
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| hulltype=Incursus Class
|class=Assault Ship
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| faction=Gallente Federation  
|grouping=Assault Ships
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| variations={{Ship|Ishkur}} {{Ship|Incursus}}
|hulltype=Incursus Class
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| tech=2  
|faction=Gallente Federation
+
| powergrid=50 MW
|race=Gallente
+
| cpu=155 tf
|roles=unspecified
+
| capacitor=450 GJ
|variations={{Ship|Incursus}}, {{Ship|Ishkur}}
+
| highs=5
+
| turrets=4
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
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| launchers=1
+
| mediums=3
|powergrid=50 MW
+
| lows=4
|cpu=145 tf
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| mass=1,053,900 kg
|capacitor=343.8 GJ
+
| volume=29,500
|highs=5
+
| cargohold=165
|turrets=4
+
| extrahold=
|launchers=1
+
| extraholdtype=
|mediums=2
+
  | dronebay=5
|lows=4
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| bandwidth=5 Mbit/sec
 
|mass=1,171,000 kg
 
|volume=29,500 m&#179;
 
|cargohold=165 m&#179;
 
 
|dronebay=5 m&#179;
 
|bandwidth=5 Mbit/sec
 
 
|info=The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there.  Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.<br><br>Developer: Roden Shipyards<br><br>Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generaly possess stronger armor.  Their electronics capacity, however, tends to be weaker than ships from their competitors.
 
 
|bonuses=<b>Gallente Frigate Skill Bonus:</b><br>5% bonus to Small Hybrid Turret Damage per level<br><b>Assault Ships Skill Bonus:</b><br>10% bonus to Small Hybrid Turret Optimal Range per level<br>7.5% bonus to Small Hybrid Turret Tracking Speed per level
 
 
|structurehp=1,196 HP
 
|shieldhp=372 HP |shieldem=0 |shieldexp=50 |shieldkin=85 |shieldtherm=60
 
|armorhp=879 HP |armorem=50 |armorexp=10 |armorkin=84 |armortherm=68
 
 
|maxvelocity=288 m/s
 
|inertia=3.9216
 
|warpspeed=6 AU/s
 
|warptime=6.7 s
 
 
|targetrange=42 km
 
|sigradius=37 m
 
|maxlockedtargets=6
 
|sensortype=Magnetometric
 
|sensorvalue=11 points
 
|scanres=625 mm
 
 
|reqskills=*Gallente Frigate V<small>11d 20h 26m</small>
 
**Spaceship Command I<small>8m</small>
 
*Assault Ships I<small>33m</small>
 
**Spaceship Command III<small>4h 26m</small>
 
**Mechanic V<small>5d 22h 13m</small>
 
**Engineering V<small>5d 22h 13m</small>
 
|totaltraintime=23d 22h 1m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Enyo Enyo on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| quote= Get in under their guard, and once you hit - don't stop.
 +
| quote_attribution= President Jacus Roden
 +
| info=The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there.  Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.<br><br>Developer:  Roden Shipyards<br><br>Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor.  Their electronics capacity, however, tends to be weaker than ships from their competitors.
 +
| bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>10% bonus to Small Hybrid Turret damage<br><b>Assault Frigates bonuses (per skill level):</b><br>10% bonus to Small Hybrid Turret optimal range<br>7.5% bonus to Small Hybrid Turret tracking speed<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br>•&nbsp;Can fit Assault Damage Controls<br>
 +
| structurehp=1,196 HP
 +
| shieldhp=372 HP
 +
| shieldem=0
 +
| shieldexp=50
 +
| shieldkin=85
 +
| shieldtherm=60
 +
| armorhp=879 HP
 +
| armorem=50
 +
| armorexp=10
 +
| armorkin=83.75
 +
| armortherm=67.5
 +
| maxvelocity=306 m/sec
 +
| inertia=3.922
 +
| warpspeed=5.5 AU/s
 +
| warptime=6.37 s
 +
| targetrange=42.50 km
 +
| sigradius=37 m
 +
| maxlockedtargets=6
 +
| sensortype=Magnetometric
 +
| sensorvalue=11 points
 +
| scanres=625 mm
 +
| reqskills=*{{RequiredSkill|Gallente Frigate|V}}
 +
** {{RequiredSkill|Spaceship Command|I}}
 +
* {{RequiredSkill|Assault Frigates|I}}
 +
** {{RequiredSkill|Spaceship Command|III}}
 +
** {{RequiredSkill|Power Grid Management|V}}
 +
** {{RequiredSkill|Mechanics|V}}
 +
 +
| totaltraintime=23d 21h 53m 20s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
 +
| highlights2=
 +
| highlights3=
 +
| highlights4=
 
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
 
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==Summary==
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== Summary ==
The Enyo is an assault frigate best suited to attacking ships larger than itself.  Its blaster weapons platform sports enough DPS potential to rival many properly fitted T1 cruisers.  Its strong tank consists of its low signature radius, high resistances, and adequate capacitor specifications to run an active repair module.  Utilizing blasters at close orbit makes the boat very difficult to kill by battlecruisers or battleships without multiple neutralizers or dual webs.  This makes the ship ideal for working in tandem with the fleet’s fragile interceptors, replacing their points before they go down or allowing them to get safe.  It also works well as an anti-support harassment ship, screaming across the battlefield to tackle that Scimitar or Blackbird kiting at 60 km.  This forces the other ship to warp off, the enemy fleet to split weapons fire, or the unlucky pilot to lose their ship. <br><br>
 
The Enyo is not without its limitations.  Small blasters are notorious for being ineffective against frigates without web support.  The two mid slot layout means it can only fit a propulsion module and either a scram or web, making proper tackling of other frigates difficult at best.  It is also one of the slowest assault ships.  A high-skill pilot with an afterburner will have trouble getting the ship over 850 m/s without the use of low slot propulsion modules (significantly hurting the tank), or utilizing a MWD - meaning other frigates will be able to dictate range once scrams are applied.<br><br>
 
PVP aside, the ship can easily breeze through level I, II, and the vast majority of Level III combat missions.  Its high DPS potential and small signature radius mean that a patient pilot can even run level IV’s solo (albeit very slowly).  It is because of this that the Enyo has found some use as a high sec mission ninja: able to complete looting, flipping, and ganking duties without ever leaving grid.
 
 
 
==Skills==
 
The Ship Description gives a good starting point: <br><br>
 
* Core Competency - Standard [Certificate] <br>
 
* Armor Tanking - Standard [Certificate] <br>
 
* Advanced Blaster Turrets - Standard [Certificate] <br>
 
 
 
 
 
To get the most of out of this hull you will require a few more skill sets:<br><br>
 
 
 
* Core Capacitor - Improved [Certificate] - Cap is part of an active armor tank<br>
 
* Turret Control - Improved [Certificate] - Increase effective DPS from blasters<br>
 
* High Velocity Helmsmen - Standard [Certificate] - Allows for afterburner or Microwarp drive use.<br><br>
 
 
 
 
 
There are also a good handfull of other skills that will help out quite a bit:<br><br>
 
 
 
* Assult Ships IV <br><br>
 
 
 
* Ellectronics V - Fitting skill for maximum CPU<br>
 
* Engineering V - Fitting skill for maximum powergrid<br>
 
* Armor Compensations skills IV - EM, Thermal, Kenetic, Explosive - Critical to your tanking modules<br>
 
* Propulsion Jamming IV - Lowers cap usage of warp scramblers<br>
 
* Advanced Weapon Upgrades III or IV - Allows you to squeeze certain fits into place<br>
 
* Energy Emission Systems III - Allows the use of T2 Small nosferatu<br>
 
* Jurry Rigging III - Allows for the use of cap controll circuts and ancillary current routers<br>
 
* Hybrid Weapon Rigging III or IV - Allows for the use of hybrid weapon rigs and minimized the penalty to powergrid.<br>
 
 
 
==Fitting==
 
Enyo's are fairly easy to fit.  Pick four blasters that will fit with your fitting skills, add a nosferatu, Afterburner or MWD, Scram (Or Web if your buddy is bringing a scram), and then your low slots.<br><br>  Low slots is where it gets a little tricky.  To get the most out of an enyo use a small armor repper.  A solid choice is to plug your Explosive hole with either an Energized Reactive plate or Explosive Armor hardener, Add a another resistance plate (the ones that don't require CPU), and then it is up to you whether you want to load a damage control unit or magnetic field stabilizer.<br><br>  Try not to put armor rigs or armor plates on the Enyo.  You will drop its speed down to below that of some cruisers, meaning you will be neither able to close orbit while your MWD is off, or stay alive while webbed with your AB on.<br><br>
 
  
Below are some examples of how to tailor fit your enyo to the situation you will be going into. I recomend starting with the starter Enyo.  It has easy fitting requirements and lets you get a feel for it. That ship will also allow you to swap the Afterburner for a Named Microwarp drive in station without having to re-tool the entire thing.  So keep one in your cargo hold. <br><br>
+
The '''Enyo''' is the Gallente turret [[Frigates#Assault Frigates|assault frigate]], counterpart of the drone-bonused [[Ishkur]]. Its massive bonus to hybrid turret damage, coupled with the power of blasters, gives it a very high DPS ceiling when fitted for point-blank combat, surpassing some Tech 1 [[cruisers]]; its range and tracking bonuses help to apply that damage. A relatively balanced layout of mid (3) and low (4) slots opens up a range of fitting possibilities.
  
=== Suicide Fits Don't Work ===
+
The Enyo can be used in PvP solo, or in fleets. It can form part of a fast-moving frigate fleet, or alongside larger ships it can offer mobile DPS and, though it isn't as fast as an interceptor, some screening capabilities. In PvE combat it has niche applications as a tool for tackling missions and sites in dangerous space, for running some types of abyssal deadspace. It can also be used as a high-sec mission ninja, able to loot, flip, and gank without ever leaving the grid.
  
The last fit is an example of the Suicide Enyo.  It functions on the "I'm Assuming I will never be primaried" principal of fighting.  There are some people out there that swear by the idea of a suicide enyo, which is one that is fit for pure speed and dps.  It is a hold over fromt the pre-nano nerf style of combat. You will see the kill boards littered with their loss mails and have very few genuine kills outside of solo - one on one - ganks.  That style of play is baised on "Who Locked Who" first and is an expensive gamble with a 25 million isk ship. <br><br>
+
Among the other turret assault frigates, the [[Harpy]] can achieve higher railgun ranges or more flexible blaster ranges, and has more innate survivability, while the [[Wolf]] and [[Retribution]] have more low slots for damage, mobility, or armor-tanking together with selectable damage (Wolf) or the convenience of lasers (Retribution). The Enyo stands out for its short-range damage capability—provided it can close in and survive at short range in the first place.
  
=== A Note on Ammunition ===
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== Skills ==
<br>
 
Enyo's are blaster boats.  As with what they will be fighting you need to bring three types of ammunition at all times.<br>
 
* Void - For fighting larger ships. <br>
 
* Anti Matter / Faction Anti Matter - For shooting Drones / Frigates. <br>
 
* Null, to shoot at kiting frigates that web you.  In those situations Null is the only chance you have to fight back. <br>
 
  
{{Fittings
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Like any Tech 2 ship, the Enyo deserves good general [[support skills]] and [[fitting skills]]. Gunnery support skills and navigation support skills are particularly important.
|name=Enyo, AB Starter Fit
 
|high=Light Ion Blaster II<br>Light Ion Blaster II<br>Light Ion Blaster II<br>Light Ion Blaster II<br>Small Nosferatu II
 
|mid=Warp Scrambler II<br>1mn Afterburner II
 
|low=Small Armor Repairer II<br>Energized Reactive membrane II<br>Adaptive Nano Plating II<br>Damage Control II
 
|charges=Void S<br>Antimater S<br>
 
Null S
 
|drones=
 
Hobgoblin II
 
|rigs=
 
Small Capacitor Control Circut I<br>Small Hybrid Burst Aerator I
 
|recommended1=
 
  
|recommended2=
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Given the hull's expense, it is worth having and using Tech 2 hybrid turrets to bring out the full power of the ship's bonuses, and it is worth being able to fit a Tech 2 armour tank to increase survivability. Unusually for a turret assault frigate, the Enyo has a (tiny) dronebay, and pilots will want to train drone skills—obviously important for Gallente ships anyway—to get a little extra DPS out of their drone.
  
|recommended3=
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== Tactics ==
  
|notes=Starter Fit to get a new enyo pilot in the groove of things. Ab can be swapped for named MWD on the fly without an issue.  Higher Emphasis on Cap stability, ease of fitting, and tanking for survivablility. Use this one with your buddies.}}{{Fittings
+
The Enyo is most typically armour-tanked for PvP, thanks to its slot layout: it has more low slots, and its 3 mid slots mean it can fit the trinity of propulsion module, scram or point, and web, or propulsion, scram/point, and another utility module, which is hard to pass up. For solo or very-small-gang contexts, a buffer ''hull'' tank, using Reinforced Bulkheads, can surprise opponents, though at the cost of agility.
|name=Enyo, MWD secondary Tackle
 
|high=Light Ion Blaster II<br>Light Ion Blaster II<br>Light Ion Blaster II<br>Light Ion Blaster II<br>E5 Prototype Energy Vampire
 
|mid=J5b Phased Prototype Warp Scrambler I<br>Catalyzed Cold-Gas I Arcjet Thrusters
 
|low=Small Armor Repairer II<br>Energized Reactive membrane II<br>Adaptive Nano Plating II<br>Damage Control II
 
|charges=Void S<br>Antimater S<br>
 
Null S
 
|drones=
 
Hobgoblin II
 
|rigs=
 
Small Capacitor Control Circuit I<br>Small Capacitor Control Circuit I
 
|recommended1=
 
  
|recommended2=
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Blaster-fitted Enyos must beware all kinds of range control: webs, [[Capacitor warfare|neuts]], and warp scramblers, if the ship is using an MWD rather than an afterburner or dual propulsion. In solo PvP, an Enyo pilot should also learn which ships are likely to be outright faster and able to kite pure and simple.
  
|recommended3=
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Smart [[manual piloting]] can really help in most types of combat: spiral in against medium and large turrets, sling-shot to pull in or break away from small kiters, and use bursts of straight-line speed to pull threatening drones out behind you so you can shoot them.
  
|notes=Replacement point MWD Enyo to assis interceptors.  Turn the MWD off once you have your scram in place.  Extra CC rigs to help maintain the self repper.}}{{Fittings
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If flying in PvP alongside larger ships, the Enyo's raw DPS contribution is likely to be less vital, but the ship can serve as good secondary tackle, landing a more survivable point or scram on a target to back up friendly interceptors. The Enyo can also try to threaten enemy tackle, or to manoeuvre to get at enemy [[EWAR|electronic warfare]] or [[logistics]] ships.
|name=Enyo, AB DPS Support
 
  
|high=Light Neutron Blaster II<br>Light Neutron Blaster II<br>Light Neutron Blaster II<br>Light Neutron Blaster II<br>E5 Prototype Energy Vampire
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== Patch History ==
|mid=J5b Phased Prototype Warp Scrambler I<br>Cold-Gas Arcjet Thrusters
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{{expansion past|
|low=Small Armor Repairer II<br>Energized Reactive membrane II<br>Adaptive Nano Plating II<br>Magnetic Field Stabilizer II
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'''October 2019 Release - 2019-10-30.1''' - ''"Howling Interceptors" Update''
|charges=Void S<br>Antimater S<br>
 
Null S
 
|drones=
 
Hobgoblin II
 
|rigs=
 
Small Ancillary Current Router I<br>Small Hybrid Burst Aerator I
 
|recommended1=
 
  
|recommended2=
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''The maximum velocity attribute has been decreased by 10% for all Assault Frigates''
  
|recommended3=
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* Max Velocity reduced from 340 m/s to 306 m/s (-34 m/s)
  
|notes=300 DPS enyo fit for DPS support. Mag Stab can be swapped for a Damage control II to increase survivability.}}{{Fittings
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'''February Balance Update - 29.01.18'''
|name=Enyo, Bad Fitting Example, Suicide Enyo
 
  
|high=Light Neutron Blaster II<br>Light Neutron Blaster II<br>Light Neutron Blaster II<br>Light Neutron Blaster II<br>5w Infectious Power System Malfunction
+
''We are giving Assault Frigates a substantial balance pass. Every AF is getting a speed boost in the form of increased max velocity and lowered mass. Every AF is also getting base capacitor numbers increased by approximately 30%. Also, we have more significant changes for the Ishkur, Retribution, and Jaguar.''
|mid=J5b Phased Prototype Warp Scrambler I<br>Catalyzed Cold-Gas Arcjet Thrusters
 
|low=Magnetic Field Stabilizer II<br>Magnetic Field Stabilizer II<br>Micro Auciliary Power Core I<br>Co-Processor II
 
|charges=Void S<br>Antimater S<br>
 
Null S
 
|drones=
 
Hobgoblin II
 
|rigs=
 
Small Hybrid Collision Acceslerator I<br>Small Hybrid Burst Aerator I
 
|recommended1=
 
  
|recommended2=
+
* All Assault Frigates:
 +
* +18% max velocity
 +
* -10% mass
 +
* +30% capacitor Capacity
 +
|width= 40%}}
  
|recommended3=
 
  
|notes=You will see fits similar to this on Battle Clinic, some use smaller guns and a nanofiber.  DO NOT USE.  It abandons everything in favor of 350 DPS with Overheat.  It is way to fragile and you will be instapopped by the first thing with light drones, making your 25 million isk investment little more than a giggle to the enemy fleet.}}
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== Notes ==
  
==Tactics==
+
In ancient Greek mythology, Enyo was a war goddess. In some myths she was described as the consort of [[Ares]].
If your not familiar with tackling, read up on it [[http://wiki.eveuniversity.org/Tackling_101]] and try out a Tristan to get a feel for 'survival' tackling before making the skill investment and training time for this hull.<br><br>
 
* Manual Flying: <br><br>  A major player skill to keeping an enyo alive is manual flight.  Learn how to spiral and use it, and abuse it.  Thats where you utilize double clicking in space to change your direction in relation to your target ship.  Add you Angular Velocity to your overview tab and learn to keep that number up as high as possible when fighting ships larger than you.  Keep the angular up on approach, watch it while you are orbiting close, and if your webbed, you will have to manually fly for certain to prevent from being popped by those medium guns if the ship can push range on you.  With propper manual flying an AB Enyo can survive a Cynibal trying to kite and kill it.  And with enough luck and good timing, that same enyo can get an Over heated scram on that Cynibal to dive in for the kill.  Thats what manual flying can do for you.<br><br>
 
* Chase your own interceptors:<br><br>  The enyo's primary duty is that of secondary tackle.  Become good friends with a cepter pilot you fly with regularly and work as a team to lock down the enemy support ships.  The cepter will dive in for the initial tackle and scram to shut down their MWD and you mosy on in behind him so he can get out of harms way or dive in after the next support ship causing issues out at range.  Your boat is strong enough to survive a whole battle pinning down a cruiser or battle cruiser by yourself.  You might even be able to kill it if its buffer tanked or has poor cap stability.<br><br>
 
* Shoot drones first: <br><br>  The enyo's nemisis and most constant threat are drones.  More than any other module or weapon systems drones can slowly and effectively grind the best tanked enyo's into space rubble.  Fit your anti matter and keep your speed up to get the drones to trail behind you a bit.  Within two or three shots you should be able to kill any drone class (small, medium or large) thanks to the large alpha of your blasters, you just have to wait for the drone angular to drop. If you are MWD fit, with it off and you holding close orbit, you will not be able to use Void for this task and must switch to anti-matter to get your blaster tacking high enough to hit the close orbiting light drones.<br><br>
 
* Your Noss will become a Neut: <br><br> In longer endurance matches your nosferatu will start working as an energy neutralizer, so watch your modules carefully.  The three most important modules to keep activated in this situation are your Nos, your warp scrambler, and your armor repair.  You can pulse your Repper on and off to keep your guns running if your not taking too much damage in favor of keeping the guns on.  The closer you keep your own cap at zero, the less capacitor your target will have to run his modules such as neuts, webs, and especially their active tanking modules.  Using this method an enyo in a very loooong fight is capable of solo killing poorly fit or support fit battle cruisers and battleships.
 
  
==Notes==
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{{ShipsMatrix|expgroup=frigates}}
Enyo Fittings may need to be re-visited and re-adjusted following an expected change to the hybrid weapons platform: [http://www.eveonline.com/devblog.asp?a=blog&nbid=3012]
 
  
{{ShipsMatrix}}
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[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Assault Ships]]
+
[[Category:Assault Frigates]]

Latest revision as of 18:55, 14 November 2024

EVE University Database
 
Ship Database
Enyo
CornerT2h.png
Enyo
Gallente Federation
Gallente Federation
Assault Frigates
Incursus Class
RELATED UNI-WIKI REFERENCES
Get in under their guard, and once you hit - don't stop.
– President Jacus Roden


The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there. Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.

Developer: Roden Shipyards

Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.

SHIP BONUSES

Gallente Frigate bonuses (per skill level):
10% bonus to Small Hybrid Turret damage
Assault Frigates bonuses (per skill level):
10% bonus to Small Hybrid Turret optimal range
7.5% bonus to Small Hybrid Turret tracking speed
Role Bonus:
50% reduction in Microwarpdrive signature radius penalty
• Can fit Assault Damage Controls

Required Skills
Training Time what's this?
23d 21h 53m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Ishkur
Ishkur.jpg
CornerT2s.png
Ishkur
Assault Frigates Incursus Class
Icon hi slot.png4 (0/3) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png50 MW Icon cpu.png170 tf
Icon velocity.png308 m/sec
Icon capacity.png165 m³
Incursus
Incursus.jpg
Incursus
Standard Frigates Incursus Class
Icon hi slot.png3 (0/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png45 MW Icon cpu.png135 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³

Ship Attributes

Fittings
Powergrid
powergrid
50 MW
CPU
cpu output
155 tf
Capacitor
capacitor
450 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
4
Medium
medium slots
3
Low
low slots
4
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
306 m/sec
Inertia Modifier
inertia modifier (agility)
3.922
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
6.37 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
Drone Capacity
drone capacity
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
42.50 km
Max Locked Targets
max. locked targets
6
Magnetometric Sensor
Magnetometric sensor strength
11 points
Sig. Radius
signature radius
37 m
Scan Res.
scan resolution
625 mm
Structure
Structure Hitpoints
structure hitpoints
1,196 HP
Mass
ship mass
1,053,900 kg
Volume
ship volume
29,500 m³
Cargo Capacity
cargo capacity
165 m³
Armor
Armor Hitpoints
armor hitpoints
879 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
67.5
KIN
kinetic resistance
83.75
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
372 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
60
KIN
kinetic resistance
85
EXP
explosive resistance
50


Summary

The Enyo is the Gallente turret assault frigate, counterpart of the drone-bonused Ishkur. Its massive bonus to hybrid turret damage, coupled with the power of blasters, gives it a very high DPS ceiling when fitted for point-blank combat, surpassing some Tech 1 cruisers; its range and tracking bonuses help to apply that damage. A relatively balanced layout of mid (3) and low (4) slots opens up a range of fitting possibilities.

The Enyo can be used in PvP solo, or in fleets. It can form part of a fast-moving frigate fleet, or alongside larger ships it can offer mobile DPS and, though it isn't as fast as an interceptor, some screening capabilities. In PvE combat it has niche applications as a tool for tackling missions and sites in dangerous space, for running some types of abyssal deadspace. It can also be used as a high-sec mission ninja, able to loot, flip, and gank without ever leaving the grid.

Among the other turret assault frigates, the Harpy can achieve higher railgun ranges or more flexible blaster ranges, and has more innate survivability, while the Wolf and Retribution have more low slots for damage, mobility, or armor-tanking together with selectable damage (Wolf) or the convenience of lasers (Retribution). The Enyo stands out for its short-range damage capability—provided it can close in and survive at short range in the first place.

Skills

Like any Tech 2 ship, the Enyo deserves good general support skills and fitting skills. Gunnery support skills and navigation support skills are particularly important.

Given the hull's expense, it is worth having and using Tech 2 hybrid turrets to bring out the full power of the ship's bonuses, and it is worth being able to fit a Tech 2 armour tank to increase survivability. Unusually for a turret assault frigate, the Enyo has a (tiny) dronebay, and pilots will want to train drone skills—obviously important for Gallente ships anyway—to get a little extra DPS out of their drone.

Tactics

The Enyo is most typically armour-tanked for PvP, thanks to its slot layout: it has more low slots, and its 3 mid slots mean it can fit the trinity of propulsion module, scram or point, and web, or propulsion, scram/point, and another utility module, which is hard to pass up. For solo or very-small-gang contexts, a buffer hull tank, using Reinforced Bulkheads, can surprise opponents, though at the cost of agility.

Blaster-fitted Enyos must beware all kinds of range control: webs, neuts, and warp scramblers, if the ship is using an MWD rather than an afterburner or dual propulsion. In solo PvP, an Enyo pilot should also learn which ships are likely to be outright faster and able to kite pure and simple.

Smart manual piloting can really help in most types of combat: spiral in against medium and large turrets, sling-shot to pull in or break away from small kiters, and use bursts of straight-line speed to pull threatening drones out behind you so you can shoot them.

If flying in PvP alongside larger ships, the Enyo's raw DPS contribution is likely to be less vital, but the ship can serve as good secondary tackle, landing a more survivable point or scram on a target to back up friendly interceptors. The Enyo can also try to threaten enemy tackle, or to manoeuvre to get at enemy electronic warfare or logistics ships.

Patch History


Notes

In ancient Greek mythology, Enyo was a war goddess. In some myths she was described as the consort of Ares.