Mobile Warp Disruptor

From Goonwiki

(Redirected from Warp Bubbles)
Jump to: navigation, search
Part of a series on
Combat Guides

High-End PVP

Combat Implants \xE2\x80\xA2 Rigs
Thermodynamics · Nanite Repair Paste
Combat Boosters · Booster Questions
T2 Equipment Requirements

Advanced Techniques

Advanced Electronic Warfare
Advanced Sniping
Advanced Tackling
Cloaking · Uncloaking
Mobile Warp Disruptors
Ctrl Q
Delayed Bubble Technique
Hictor JB Trap

Dangerous Pastimes

Killing Farmers
Smartbombing Fighters
Suicide Ganking

Other Series

Fleet Ops
Fleet Commander Resources
Other Guides

View Full Advanced Combat Index



Mobile Warp Disruptors (as known as a Bubble) are anchorable objects that interfere with warping.

size & properties radius km time* anchoring Prop. Jamming volume
Small I 5 2 II III 65
Small II 7.5 1 III V 65
Medium I 11 4 III IV 195
Medium II 17 2 IV V 195
Interdictor 20 0* - V 5
Large I 26 8 IV V 585
Large II 40 4 V V 585
  • time = anchoring time in minutes
  • interdictor bubbles deploy instantly but only last for 2 minutes, you have to use an Interdictor


If a player's warp vector is within the effect radius of the bubble, they will come out of warp on the leading edge of the bubble's field, if the bubble was on the exit location's grid at the time of the player's ship entering warp.

left: you come from there; middle: gate you warped to; right: bubble


  • If a player warps towards an off-grid object and the bubble is in front of them, the bubble will not stop their warp.
  • They are mostly for preventing people from warping into an object, not from warping out of a location.
  • Bubbles will not stop people if dropped inline between 2 objects (ex: a safe spot).
  • Due to slightly random warp vectors some people might be caught warping from a location while others warping from that same location will not, if properly aligned even small bubbles will catch everything.

Warp Bubble Deployment

You should know what these mean:
The big red dot in the following illustrations is the point where ships will fall out of warp due to the bubble.

The dark grey circle Gate (= 0 m) is a sphere in space where the distance to your ship is displayed as 0 meters. The diameter is 5 km for regular gates, 6 km for Wormholes and 14 km for regional gates (see below).
It's drawn to scale.
It's not possible to anchor anything inside the sphere where the distance to the gate is displayed as less than 5 km. If you jump through a gate (distance varies at wormholes) distance to the gate will always be displayed as 12 km.


A good position for a small bubble that catches ships warping in from one direction:
this is a good way to deploy a small bubble

  • It's a drag bubble that enables a tackler to stay between the bubble and the gate and cover both jump-in and warp-in with a Warp Disruptor.
  • This also means that an interdictor can bubble the gate to place someone burning for the gate right in his bubble.
  • If more than one tackler with a warp scrambler (that shuts off MWD) is present put one near the bubble and one near the gate.
  • You could place it a lot farther behind the gate, but you would have to spread out your tacklers.

wrong way to deploy a small bubble

  • The enemy will laugh at you jumping in and out of the system, the only ships you will catch will be mining barges.

Medium (and Interdictor)

medium tech I in front of the gate

  • This will catch ships (warping from the left) at about 14 km from the jump out point; and a few ships jumping in (a guess: 15%).
  • To get a drag bubble: put it 31 km behind the gate

medium tech II in front of the gate

  • This will catch ships (warping in from the left) at about 22 km from the jump out point; and some ships jumping in (a guess: 35%).
  • To get a drag bubble: put it 37 km behind the gate.

2* medium tech II on opposite sides of the gate

  • This will catch ships at about 22.5 km (about 13km 'vertically') from the jump out point; and about half the ships jumping in (a guess: 75%).

3* medium tech II around the gate

  • These will put ships warping in at least 20 km away from the jump out point.
  • The bubbles won't catch everyone jumping, but you have a really good chance to get some kills.
  • There is a small error in this drawing


  • Will catch all ships jumping in, shortest distance out of the bubble is 3 km.


  • Will catch all ships jumping in, shortest distance out of the bubble is 5.5 km.


large tech 1 bubble on small gate

  • Shortest distance out of the bubble from jump in: xx km
  • Shortest distance to jump out: xx km

large tech 2 bubble on small gate

  • Shortest distance out of the bubble from jump in: xx km
  • Shortest distance to jump out: xx km

Regional Gates

The problem with bubbling regional gates is that they have a diameter of 14 km instead of 5 km for regular gates.
take a look at some more illustrations:
interdictor bubble on regional gate at 0

  • The usual situation, you won't catch half of the ships jumping in.

interdictor bubble on regional gate centered

  • This will catch everything but is difficult to set up in time (and not every gate allows you to get right in the center), and ships jumping in only have to go 0.5 km to get out of the bubble.

2* interdictor bubbles on regional gate at 0 opposite directions

  • Even 2 interdictor bubbles placed on opposite sides of the gate won't catch everything.

2* tech 2 medium bubbles on regional gate

  • Using 2 tech II medium bubbles isn't really working either.

large tech 1 bubble on regional gate

  • You'll need 2* tech I large bubbles to cover a regional gate.

POS and Outpost (stations)

A large POS has a '0 meter' diameter of 7 km, you can anchor at 35 km (green line).
The blue line reprensents the POS shield.

  • This doesn't work anymore since the decrease in bubble size.

  • You would need 6 large tech 2 bubbles to cover the whole POS. (so no one can warp or cyno out)

A Gallente Administrative Outpost (the one in HM-X for example) has a '0 meter' diameter of 54 km:

  • You'll need at least 6 bubbles to make it impossible to warp into docking rage from any direction.
  • Putting one large (even tech I) bubble on the undock should be enough to camp them inside station.
  • NPC stations (like PR-) and conquerable outposts (in NOL) are much bigger, you'll need even more bubbles:

Outposts, click for large
(click for large)

Using one bubble to cover multiple entry vectors

  • Especially medium bubbles enable you to cover more than one direction.
  • You need a good spatial understanding to place it at the right spot.

  • This is easier to set up than the next one.

  • This covers less than the first one, better because it drags ships away from the gate.

Ensuring Your Bubble is Aligned

For a lot of people it can be hard to tell if your bubble is aligned to catch ships or pods warping in. Use these pic examples to ensure your t1 small (or any size) is aligned. Use the gate's,celestial's, and your ship's icon when aligning a bubble. You can catch anything warping in from the aligned celestial out to 100k from in front or behind a gate.

I want to align my bubble to catch warp ins from this JB moon (gate,station,etc.)


After some manual flying, my ship's icon is aligned in between the gate's icon and the celestial's icon. Here is where I want to press the launch button. This can also be done if the gate's icon is between the celestial and your ship's icon for sucking warpins past the gate. The view is taken by looking at the gate then holding left click to align all the icons.


Here is an angled view


This is the finished product of what a properly aligned bubble should look like. I launched the bubble after ensuring my ship was aligned.


This is an example of what happens when you simply warp to the gate from the celestial and press launch. Ever wonder why inties and pods keep getting past you? Don't do this. Take the time to align your bubble so you can catch anything that warps in.


Catching Cloaked Ships

Ships with Covert ops cloaks (Covert Ops, Stealth Bomber, Force Recon, Blockade Runner) can warp while cloaked, and even if they get caught in a warp bubble they'll remain cloaked unless you decloak them by getting within 2km of them. When the bubble goes up, warp to the spot (gate, station, planet, etc.) your target will come from, then warp back. You should get caught in the bubble (if not: it's not working!), jettison something into a can. You are now sitting at the spot where cloaked ships (coming from the same direction as you) will drop out of warp, they will be decloaked by the can. The can (or corpses or drones) will also keep them from recloaking so you can actually target, tackle, and kill them!

e: Although this is certainly not working as intended, cloakers seem to be getting decloaked occasionally by cans, biomass, or even the bubble itself. It doesn't hurt to keep jettisoning crap on the front edge of the bubble as you camp.

Other Useful Information

  • If you use anchor for self only you can unanchor it.
  • The role for anchoring and unanchoring bubbles for corp is one of the Bee Roles (ask for it), anyone with the same roles (in corp) can unanchor it.
  • Sniping Battleships and Stealth Bombers will often attempt to blow up warp bubbles.
  • You will get on the killmail if someone tries to warp inside your bubble and dies (even yourself).
  • Very fast (not very good) way to find a place for a bubble: warp from the source to the target at 20km (for a small bubble) and anchor right there.