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Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability, speed, and signature radius makes them very hard to target and track, particularly for high caliber turrets.

NOTE: This article is in the process of being updated. Everything below the "Skills" section sucks, ignore it.

All the basic skills for Interceptors are later necessary and useful for Interdictors.



For more detailed tactics and tips, read the Tactics section below.

The primary assets of Interceptors are speed (they are the fastest ship class in the game), low signature radius (which makes them hard to hit and lock) and fast lock time. The Ares, Malediction, Raptor and Stiletto also get a range bonus to Warp Disruptors and Warp Scramblers.

Interceptors are extremely useful in a small gang situation, especially when camping a gate; their fast lock time (which can be taken to insane levels with sensor boosting, either remotely or by fitting a module) enables them to lock and tackle even fast ships before they have time to warp away. This, in combination with their high speed and acceleration, also makes them the best ship for decloaking any cloaking ships that try to escape the camp. Their high speed is also of great utility in other situations, often allowing them to get within tackling range of hostile ships before they have time to warp out; they are also very useful for providing warpins, sniping perches, moving safespots etc.

In a larger fleet fight, Interceptors are also useful thanks to their speed and sig radius, but they are still very vulnerable to dedicated anti-support ships - you will not last long if you try to tackle a hostile fleet all by yourself. In a fleet context, an Interceptor is basically the same as a T1 frigate, just more expensive and better at everything. In large fleets, Interceptors are primarily useful for tackling stragglers or single hostiles away from the main fight, camping gates or stations and sometimes providing warpins.

Most Interceptors are not very well suited for solo work because of low damage output; most of them also have to get within web/scram range to actually do damage, which leaves them very vulnerable. The Taranis is the main exception to this rule; with good skills and overheating, it can do over 300 dps while having the equivalent tank of a T1 cruiser with much lower sig radius

General fitting

Generally, Interceptors should fit for speed, since this is their main asset and primary means of survival. Currently, because of bonuses and stacking, the first "default" speed mods to fit are two Nanofiber Internal Structure, then one (or two) Overdrive Injector System. This provides the best mix of speed and agility.

For small gangs, you should always maximize your tackling potential. Besides your MWD, you must fit a Warp Disruptor; for the third midslot, you should either fit a Warp Scrambler (shuts off target's MWD) or Stasis Webifier (primarily useful for non-MWD using targets). A Stiletto, which has four midslots, should also probably fit a Sensor Booster (though you could go with MWD/Disruptor/Scram/Web too).

In fleet fights, you should put more emphasis on survival; if you have 3 midslots, go with MWD/Disruptor/Medium Shield Extender. This will most likely require a Micro Auxiliary Power Core and also precludes any significant weaponry, but the increased buffer will be worth it; the damage you deal is insignificant anyway. If you only have 2 midslots, you could go with a Damage Control instead.

For solo work, maximize DPS and tank (or more properly, EHP buffer). A damage optimized Taranis with a Damage Control will do very high damage while tanking surprisingly well.


work in progress, until it's done use the old section even though it sucks

Basic Tackling

In essence, flying an Interceptor is exactly like flying a T1 frigate; the difference is that you are better in every way and much more expensive. While Interceptors are generally the cheapest T2 ships to fly, don't throw your intie away for nothing. Fly it wrong and you'll die quickly; fly it right and you'll increase its life span considerably. The basic method of flying one is effectively the same as for T1 frigs. Tackle the biggest, most expensive ship you can find, call out your point (on TS or in fleet) and keep the point until the target is dead or you're forced to run away. The difference here is that since your ship is nowhere near as expendable as a T1 frig, you'll want to save your own skin and run if you find it impossible to hold the point without dying, unless tackling that particular target is very important. Beyond that, there are a few major factors to consider:


Interceptors are very hard to hit, especially for Battleship sized weapons. However, even a Dreadnought in siege can still hit you if you fly straight towards it like a retard - it all depends on the tracking speed and signature resolution of the guns and your own signature radius and transversal speed relative to the hostile. If you are burning to get a tackle on a hostile, you should always approach it at an angle; far away, you'll need to maintain a higher angle than you do closer in. Ideally, your approach should be in the form of a spiral with your target at the center. This minimizes the chance of you getting hit.

Note that some ships will have an easier time hitting you than others. Dedicated Antisupport ships will be quite lethal even with considerable transversal speed. Also note that missiles ignore transversal completely. For a more detailed list of what ships you should be careful around, see below in the Threats section.

What to tackle, when, and how

Small gangs

Fleet work


Threats and what to do

Dos and don'ts


Each race has two Interceptors. Generally, the Caldari interceptors are the worst of the bunch; if you're interested in flying an Interceptor and you're heavily Caldari specced, consider training Amarr Frigate V and fly a Malediction to make use of your missile skills.


A little slower than most, and has completely shit range. It does have excellent raw firepower and good slot setup. You have to be very wary of being kited by faster ships when flying one, however. Useful for solo work or small gangs; in fleets, fly an Ares.
The only interceptor with three midslots (for MWD, point, web) and four lowslots. Cheap and fast, making it ideal for fleet work; however, due to poor damage output, less than desirable for solo work.


A good interceptor. It's very fast, but it has the downside of only having two midslots, so you can't fit a disruptor/web or disruptor/scram combo. High DPS.
Great tackler, nice slot setup. Recently buffed rocket usage is damn good, and capable of using Standard Missile Launchers without losing much of its bonus. Essentially an Amarr Crow.


Capable of pumping out a lot of DPS. It's mean, however it suffers from the same problem the Crusader does, the lack of mids.
One of the best tacklers in the game. Tons of mids. Unfortunately the damage it puts out is subpar, but, hey, 4 midslots! Use it in fleets or small gangs, don't fly it solo.


The Crow relies on missiles and so it can completely ignore tracking - it is able to deal full damage regardless of its own speed. However, there is generally no reason to fly a Crow over a Raptor, since a Raptor is a better tackler thanks to the tackling range bonus, and the Crow does way too little DPS to be used as a damage dealer.
A pretty shitty ship as such, but since it gets a tackling bonus, it is more useful than the Crow. It's also usually pretty cheap. Fly this if you can only fly Caldari interceptors.


You'll need some basic skills to fly an interceptor. It's a T2 frigate, so just to step into it you need to train a few level five skills. Luckily they are low rank, but it will still take a few weeks.

To even step inside it you'll need a few skills.

Without decent learning skills, expect that to take somewhere on the order of twenty days. That being said, there's a hell of a lot more that needs to be trained to actually make use of the ship. Now comes the horrible part. I recommend taking all of these skills to 3 before you even step into the interceptor. After that, work your way to 4 and maybe 5. The most important skills for raising to IV and V are in bold.

Spaceship Command

Spaceship Command 
This skill modifies your agility, or how fast you turn. It is very important for an interceptor as you'll be orbiting most of your time, and to be able to quickly approach someone or run away.
This is your basic skill. It lowers the sig radius of your ship, which makes you harder to lock and track. It also affects how much damage missiles will do to you. It is very important to raise this (you probably shouldn't be flying interceptors until this is at 4).


The basic navigation skill. This raises your velocity (speed). It is very important to raise this quickly.
The basic AB skill. This affects the duration of your AB module, which makes it use less overall cap per second. Afterburner IV is required for High Speed Maneuvering but you knew that already.
High Speed Maneuvering 
The basic MWD skill. This affects the cap use of your MWD.
Acceleration Control 
This affects the velocity bonus of your AB and MWD modules.
Warp Drive Operation 
This affects the amount of cap you use to warp.


The basic electronics skill, get to 5 ASAP to make fitting easier.
Propulsion Jamming
To use webbers and scrams.
Signature Analysis
Modifies how fast you lock someone.
Long Range Targeting
Most interceptors have awful lock range. This will help.
Modifies how many targets you can lock.


The basic engineering skill. get to 5 ASAP to make fitting easier.
Energy Management
The basic cap skill, raise this quickly as well. You might need this at 4 for MAPCs on some fits and you need it at 5 ASAP for Thermodynamics and heat.
Energy Systems Operation
The basic cap recharge skill, raise this ASAP as well.
Shield Management
Ship shield HP skill.


I'm not going to go into the secondary skills like Missile Bombardment or Surgical Strike, you should be moving towards T2 guns or launchers, and get all the secondary skills to 4. The most important one for turret ships is Motion Prediction.

Gunnery/Missile Launcher Operation
Basic skill.
Small X Turret/Standard Missiles/Rockets
Basic skill.
Small X Specialization/Standard Missile Spec/Rocket Spec
T2 specialization.
Weapon Upgrades
Very important on an inty, the fitting is tight. Raise ASAP.
Advanced Weapon Upgrades
Grid version of WU. Also very useful.


Not near as important as the others, but here for completeness.

If you're flying a Taranis, you have two light drones.
Modifies ship structure HP.
Hull Upgrades
Modifies ship armor HP.


If you are using an interceptor, especially the first month or so when you are getting used to it, you will lose ships. You may even be podded. I don't recommend expensive implants. However there are some GREAT cheapo hardwiring implants called "Rogue" implants. These things are great for interceptors. They affect things like AB/MWD cap use, AB/MWD velocity, general velocity, agility, all sorts of fun stuff. Also you can buy a full "set" for like 24m, so it's very easy to replace and the bonuses are kick ass.

There are some great expensive sets too, like "Snake" and "Halo" that affect your speed and sig radius by huge amounts. But these sets are very expensive (~300m-500m), so weigh that against the chance of podding. For a normal snake set (As opposed to the low-grade version), I hope u got two billion bux.


Always keep in mind you are flying a 15m ISK frigate that is basically made of paper. Sure you do good damage and you're fast, but you are also very fragile, even with a plate. So always be cautious, it will help you save your ship. Tackling is a fucking rush, it's why I've spent so many million SP in small ships. Nothing like it in the game. All of the big damage ships are counting on you to hold them down. Also you get a ton more 1v1 situations in ceptors than probably any other ship class.

There's a few things to keep in mind though.

What's transversal precious?

Transversal is your speed relative to the the target or the guy shooting you. I recommend everyone check out the Official Eve Tracking Guide to understand how tracking and transversal velocities work better.

Basically guns have a certain amount of radians they can move a second. Smaller guns track faster than big guns, etc. So say I'm in my super interceptor of doom, and I'm playing stupid today. There's a sniper at 100km hammering my guys, and I decide to tackle him. So what do I do? I click the approach button. About 40km in I start getting hit, then I'm killed. Then I'm podded. Now I'm a sad panda. =(

What happened? My transversal relative to him dropped to almost 0m/s. This means his turrets did not have to track me much because I was pretty much in the same direction all the time.

Now if instead, I manually clicked a point in space about 45° relative to him, so I was still making progress toward him, but I was always moving at an angle, my transversal would still be high. Consequently I would have much higher chance for survival.

NOTE: Do NOT do this if you're in a heavy lag situation (20-30 seconds of module lag or more); if you try to manually work your way towards the hostiles while keeping your transversal up, your interceptor will most likely not respond to your commands but instead just keep burning away from the fight, often not turning until you're offgrid. If you're in heavy lag, don't bother with trying to keep up transversal, just select the enemy you want to tackle and choose Orbit. The hostiles will most likely be unable to lock you before you're in tackling range. Alekanderu 07:34, 21 October 2007 (CDT)

The same goes for orbiting. The closer you are to your target, with the more speed you have the more radians guns have to track. This is why it's impossible for things to hit a close orbit interceptor using an AB. Your sig radius is so low, and your speed relative to them so high, they just don't have a chance.

Now if you use a MWD and hang out at 20km, you have a much higher chance of getting popped. Just remember, there are some negatives to being close, such as nos, webbers, smartbombs, and drones.


So you are tackling a guy, and suddenly you have eight Ogres on your ass. This is usually a bad thing\xE2\x84\xA2. Even heavy drones will hit you often enough that they will kill you, and there are not that many options.

The safe way: Drones lock you, you warp to a planet. Drones unlock you, you warp back. Repeat.

If you're soloing in a high dps interceptor with some EHP, you stand a decent chance of being able to kill off an unbonused rack of light drones before they can kill you. Depending on your DPS/tank relative to the hostile's drone skills (and whether his hull has a drone bonus) you can come out on top versus a ship with a rack of Warrior II's if you take them out immediately; consider overheating your guns and switching your web to the drones if that's what it takes. For soloing and small gang work in an interceptor it is helpful to use an overview with hostile combat/ECM drones on it as well so you don't have to fumble with overview settings mid-fight.

If you're flying an interceptor and heavy drones or fighters start following you, just laugh at the idiot who's wasting a huge amount of potential DPS on you. Keep your speed up and shoot the drones - sure, they might land an occasional hit, but it's going to take a long time for them to kill you as long as you keep your speed up, and if things get too hairy, just burn away; they'll never catch up. Generally speaking, Berserkers are more of a threat than Ogres since they go faster. I've been killed by heavy drones and fighters in a fleet fight, but it took several minutes and a cloud of 20+ fighters/Ogres chasing me around. However: if you're webbed or lose your MWD due to lack of cap and these guys are within range, they'll kill you very quickly. Heavy drones pale in comparison to Warrior IIs, though, the only drones most interceptor pilots really need to worry about. They won't be able to catch up with most decently fitted interceptors in linear speed terms, but when tackling (orbiting) a target, your speed will be lower than your max speed, and the drones may very well be able to overtake you. Alekanderu 20:33, 18 September 2007 (CDT)


Speed is life. That's your mantra in an interceptor. Lose your speed, and you're dead. The only ways ships have to combat you are drones, which I just covered, nos and webbers.

Nos steal your energy. They also have some fairly large range. So be careful. You have to weigh your FPS against game effects because there is currently no other way to tell you are being nos'd/webbed/scrammed other than the game effect. So again, be careful if you turn off game effects for a fleet battle.

So say someone lays a heavy nos on you, that means you are going to lose about 110 cap every twelve seconds PER nos. That hurts. You wont be able to run your MWD/AB, your tackling mods, or repair any damage. Best thing to do is warp away so he unlocks. Hopefully he'll forget about you when you warp back in and you can tackle him again.

NOTE: As of Rev 2.2, Nos has been changed and is now pretty worthless for PvP other than to provide cap to sustain your own tank. Energy Neutralizers are now the only reliable way to remove cap from an opponent, and while they will definitely be fitted on many PvP ships, they're not likely to be as omnipresent as Nos since they drain your own cap instead of replenishing it. However, for the target, ie you in the interceptor, the effects of neuts and (pre-patch) Nos are the same - you lose your cap and subsequently your MWD, your guns and your tackle, and you will probably die. Alekanderu 20:24, 18 September 2007 (CDT)

Webbers work pretty much the same way. He webs you, you lose speed, you die. Again, warp off.

If someone puts a web on you you're most likely already scrammed and thus cannot warp off; your best option is probably to just put your own web on whatever's webbing you and then hope that you have time to burn outside his web range, and that your speed while webbed is better than his speed while webbed. This probably won't work though, and generally speaking, if you're webbed you're dead, unless you can kill the webber before he kills you. Also, if a Huginn or Rapier webs you, you're fucked, period, unless by some miracle you're right at the edge of their huge web range. Alekanderu 20:24, 18 September 2007 (CDT)

(By the way, that huge web range is 40km at Recon V with a T2 web, or 52km overloaded, which is a number interceptor pilots should know) Zhecao Vai 20:49, 12 March 2008 (CDT)

Interceptor Speed Comparison Chart, which is mostly out of date and still fairly useless

see it as a graph (imageshack) [1]

Interceptor # of speedmods T2, unrigged, un-implanted T2, unrigged, rogues T2, polycarbs, un-implanted T2, polycarbs, rogues
Claw 4 5419x 7843 9201 9733
Crusader 4 5408x 7831 9197 9730
Ares 4 5205x 7532 8839 9351
Malediction 3 5183x 6918 8472 8962
Crow 3 5064x 6759 8278 8756
Stiletto 3 4901x 6535 7996 8457
Taranis 3 4797x 6398 7786 8235
Raptor 3 4739x 5757 7420 7848

x - Updated as of Apocrypha (using all V character and either 2 overdrives and 1 nanofiber or 2 overdrives and 2 nanofibers)

So basically, interceptors in order of speed: Claw, Crusader, Ares, (dropoff), Malediction, Crow, Stiletto, Taranis, Raptor.

(Be aware that this is with only Acceleration Control IV, expect another 300-400 m/s or so if you have proper skills Zhecao Vai 20:37, 12 March 2008 (CDT))

Inty Training Course

Here's a recording of an interceptor training session:

Original post by Duckk

Ships quick reference

Each race has two interceptors. They each have their strengths and weaknesses, but all are very fast. They are as follows:

Name High Slot Med Slot Low Slot CPU Power Grid Turret Hardpoint Launcher Hardpoint Max Velocity Cap Shield EM/Ex/K/T Armor EM/Ex/K/T Drone Bay/Drone Bandwidth Cargo Bay
Malediction 4 3 3 135 tf 35 MW 3 3 435 m/s 343,75 422 0/60/40/20 457 50/30/25/35 0 m3/0 135 m3
Malediction Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level

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

Crusader 4 2 4 100 tf 40 MW 4 0 455 m/s 375 246 0/60/40/20 597 50/30/25/35 0 m3/0 135 m3
Crusader Amarr Frigate Skill Bonus: 10% reduction in Small Energy Turret capacitor use and 5% bonus to Small Energy Turret damage per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 7.5% bonus to Small Energy Turret Tracking Speed per level

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

Raptor 4 3 3 150 tf 26 MW 3 2 415 m/s 281.25 493 0/50/40/30 316 50/10/25/55 0 m3/0 150 m3
Raptor Caldari Frigate Skill Bonus: 5% bonus to Small Hybrid Turret Damage and 10% bonus to Small Hybrid Turret optimal range per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level

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

Crow 4 3 3 150 tf 35 MW 2 3 425 m/s 312.5 528 0/50/40/30 246 50/10/25/55 0 m3/0 150 m3
Crow Caldari Frigate Skill Bonus: 10% bonus to Kinetic Missile damage per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 10% bonus to Missile Velocity per level

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

Ares 3 3 4 150 tf 30 MW 2 2 450 m/s 312,5 281 0/50/50/20 422 50/10/45/35 0 m3/0 125 m3
Ares Gallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level

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

Taranis 4 3 3 150 tf 35 MW 3 0 420 m/s 343,75 316 0/50/50/20 457 50/10/45/35 10 m3/0 125 m3
Taranis Gallente Frigate Skill Bonus: 10% Small Hybrid Turret damage per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 7.5% Small Hybrid Turret tracking speed Per Interceptor Skill Level

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

Stiletto 3 4 3 150 tf 30 MW 2 1 435 m/s 250 387 10/50/40/20 422 70/10/25/35 0 m3/0 120 m3
Stiletto Minmatar Frigate Skill Bonus: 5% bonus to Small Projectile Turret damage and 7.5% bonus to Small Projectile Turret tracking speed per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level

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

Claw 4 2 4 100 tf 40 MW 3 2 475 m/s 281,25 352 10/50/40/20 387 70/10/25/35 0 m3/0 120 m3
Claw Minmatar Frigate Skill Bonus: 10% bonus to Small Projectile Turret Damage per level

Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 7.5% bonus to Small Projectile Turret Tracking Speed per level

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

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Pages in category "Interceptors"

The following 9 pages are in this category, out of 9 total.



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