Each of the four major player factions manufactures six distinct regular frigates, and two special navy frigates. Shortly after the tutorial, brand new players will want to ditch their corvette, and get themselves in a frigate. They are available to Alpha players, and require no additional skills to be trained.
Frigates are not particularly efficient at running combat sites, but the easier sites are accessible to even the newest players. This page provides fits for players who are in their first few days and weeks of gameplay. Copy the fits on this page to your clipboard, and import them in the fitting window in-game. Tweak as you see fit!
Check out the 4-part video series that details each player faction's ships and weapon systems, skills that are important for your first few days, and the combat sites that new players are capable of tackling.
Spaceship Command 1 Amarr Frigate 1 Amarr Frigate 2 Energy Grid Upgrades 1 Energy Grid Upgrades 2 Amarr Frigate 3 Energy Grid Upgrades 3 Gunnery 1 Small Energy Turret 1 Small Energy Turret 2 Small Energy Turret 3 Gunnery 2 Gunnery 3 Gunnery 4 Surgical Strike 1 Mechanics 1 Repair Systems 1 Repair Systems 2 Repair Systems 3 Surgical Strike 2 Navigation 1 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2
The Executioner's damage and capacitor bonuses to small energy turrets make it capable of running some of the easier combat sites. It has a utility high-power slot that can fit a core probe launcher.
With its low cost and ability to speed-tank, the Executioner is the perfect choice for the Amarr pilot's first few days of combat site exploration.
With four turret hardpoints and five low-power slots, the Punisher is the strongest regular combat frigate in the Amarr navy. Its lack of a utility high-power slot makes it suitable primarily only for combat anomalies, or as a backup ship for running certain escalations.
With significant bonuses to optimal range and damage, the Imperial Navy Slicer is a strong combat site alternative for pilots who enjoy the thrill of flying frigates. Like the Executioner, it has a utility high-power slot that can fit a core probe launcher.
A low-cost fit capable of running Blood or Sansha Hideaway combat anomalies, or the 1/10 combat signatures named Old Meanie - Cultivation Center and Sansha Military Outpost. The only skill needed beyond those provided to all new Amarr players is Repair Systems, which is provided as a gift during the tutorial.
[Executioner, Day 1 Explorer] Small I-a Enduring Armor Repairer Upgraded Multispectrum Coating I Damage Control I 1MN Monopropellant Enduring Afterburner Alumel-Wired Enduring Sensor Booster Small Compact Pb-Acid Cap Battery Dual Modal Light Laser I Dual Modal Light Laser I Dual Modal Light Laser I Core Probe Launcher I Multifrequency S x3 Standard S x3 Radio S x3 Scan Resolution Script x1 Core Scanner Probe I x8
Some basic upgrades for your weapons after your first day or two of exploring. If you have enough ISK, consider upgrading to the meta 4 beam laser variant named the Small Focused Modulated Energy Beam I instead. This fit requires the Energy Grid Upgrades skill to be trained to level 2.
[Executioner, Day 3 Explorer] Small I-a Enduring Armor Repairer Extruded Compact Heat Sink Damage Control I 1MN Monopropellant Enduring Afterburner Alumel-Wired Enduring Sensor Booster Small Cap Battery II Small Focused Modal Laser I Small Focused Modal Laser I Small Focused Modal Laser I Core Probe Launcher I Small Ancillary Current Router I Small Ancillary Current Router I Small Semiconductor Memory Cell I Multifrequency S x3 Standard S x3 Radio S x3 Scan Resolution Script x1 Core Scanner Probe I x8
If you'd prefer focusing on combat anomalies such as the Burrow, Hideaway, and Refuge, or you don't mind changing your fit on-the-fly, consider flying a Punisher.
[Punisher, Day 3 Combat Anoms] Small I-a Enduring Armor Repairer Extruded Compact Heat Sink Extruded Compact Heat Sink Mark I Compact Capacitor Power Relay Damage Control I 1MN Monopropellant Enduring Afterburner Alumel-Wired Enduring Sensor Booster Small Focused Modal Laser I Small Focused Modal Laser I Small Focused Modal Laser I Small Focused Modal Laser I Small Semiconductor Memory Cell I Small Capacitor Control Circuit I Small Capacitor Control Circuit I Multifrequency S x4 Standard S x4 Radio S x4 Scan Resolution Script x1
If you like flying frigates, this is a higher-cost alternative to the Executioner, once the ISK is rolling in. This fit introduces its first Tech 2 module, requiring Repair Systems trained to level 3. As your skills progress, consider upgrading the Damage Control, Heat Sinks, or beam lasers to Tech 2 as well.
[Imperial Navy Slicer, Week 2 Explorer] Small Armor Repairer II Extruded Compact Heat Sink Extruded Compact Heat Sink Mark I Compact Capacitor Power Relay Damage Control I 1MN Y-S8 Compact Afterburner Alumel-Wired Enduring Sensor Booster Small Focused Modulated Energy Beam I Small Focused Modulated Energy Beam I Core Probe Launcher I Small Semiconductor Memory Cell I Small Semiconductor Memory Cell I Small Capacitor Control Circuit I Scan Resolution Script x1 Core Scanner Probe I x8 Multifrequency S x2 Standard S x2 Radio S x2
Spaceship Command 1 Caldari Frigate 1 Missile Launcher Operation 1 Missile Launcher Operation 2 Light Missiles 1 Power Grid Management 1 Shield Operation 1 Light Missiles 2 Caldari Frigate 2 Shield Operation 2 Missile Bombardment 1 Rapid Launch 1 Missile Bombardment 2 Rapid Launch 2 Caldari Frigate 3 Light Missiles 3 Navigation 1 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2 Missile Launcher Operation 3 Missile Projection 1
The Condor's kinetic damage bonus to light missiles and rockets make it capable of running some of the easier combat sites against Guristas, and possibly the Angel Cartel and Serpentis as well. It has a utility high-power slot that can fit a core probe launcher.
With its low cost and ability to speed-tank, the Condor is the perfect choice for the Caldari pilot's first few days of combat site exploration.
The Kestrel has bonuses to both damage and missile velocity, with the flexibility to choose missile type. Combined with a high targeting range, the Kestrel's ability to engage at long range is unrivalled among regular frigates. Its lack of a utility high-power slot makes it suitable primarily only for combat anomalies, or as a backup ship for running certain escalations.
With significant bonuses to damage and missile velocity, the Hookbill is built to rival the Kestrel's ability to engage at long range. Its extra mid-power slot and higher hit-points give it a strong shield tank. Similar to the Kestrel, it lacks a utility high-power slot.
A low-cost fit capable of running Guristas Hideaway combat anomalies, or the 1/10 combat signature named Pith-Robux Asteroid Mining. Caldari players will have to train Missile Launcher Operation to level 2, as well as Light Missiles and Shield Operation to level 1, before flying this fit.
[Condor, Day 1 Explorer] Ballistic Control System I Damage Control I 1MN Monopropellant Enduring Afterburner Small Azeotropic Restrained Shield Extender Small Clarity Ward Enduring Shield Booster Small Compact Pb-Acid Cap Battery TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher Core Probe Launcher I Scourge Light Missile x3000 Core Scanner Probe I x8
Some basic upgrades to increase your shield buffer, capacitor recharge, and damage output. This fit will make more difficult combat sites a little more manageable.
[Condor, Day 3 Explorer] Ballistic Control System I Ballistic Control System I 1MN Monopropellant Enduring Afterburner Small Azeotropic Restrained Shield Extender Small Clarity Ward Enduring Shield Booster Small Compact Pb-Acid Cap Battery TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher Core Probe Launcher I Small Semiconductor Memory Cell I Small Core Defense Field Extender I Small Core Defense Field Extender I Scourge Light Missile x3000 Core Scanner Probe I x8
If you'd prefer focusing on combat anomalies such as the Burrow, Hideaway, and Refuge, or you don't mind changing your fit on-the-fly, consider flying a Kestrel.
[Kestrel, Day 3 Combat Anoms] Ballistic Control System I Ballistic Control System I 1MN Monopropellant Enduring Afterburner Small Azeotropic Restrained Shield Extender Small Clarity Ward Enduring Shield Booster Small Compact Pb-Acid Cap Battery TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher Small Processor Overclocking Unit I Small Semiconductor Memory Cell I Small Core Defense Field Extender I Scourge Light Missile x3000
If you like flying frigates, this is a higher-cost alternative to the Kestrel, once the ISK is rolling in. This fit introduces its first Tech 2 module, requiring Shield Operation trained to level 3. As your skills progress, consider upgrading the Ballistic Control Systems and Light Missile Launchers to Tech 2 as well.
[Caldari Navy Hookbill, Week 2 Combat Anoms] Ballistic Control System I Ballistic Control System I 1MN Monopropellant Enduring Afterburner Small F-S9 Regolith Compact Shield Extender Small Shield Booster II Small Compact Pb-Acid Cap Battery Eutectic Compact Cap Recharger TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher TE-2100 Ample Light Missile Launcher Small Processor Overclocking Unit I Small Core Defense Field Extender I Small Core Defense Field Extender I Scourge Light Missile x3000
Spaceship Command 1 Gallente Frigate 1 Mechanics 1 Navigation 1 Repair Systems 1 Repair Systems 2 Science 1 Power Grid Management 1 Power Grid Management 2 Energy Grid Upgrades 1 Energy Grid Upgrades 2 Gallente Frigate 2 Gunnery 1 Small Hybrid Turret 1 Small Hybrid Turret 2 Gunnery 2 Gunnery 3 Gunnery 4 Surgical Strike 1 Small Hybrid Turret 3 Gallente Frigate 3 Repair Systems 3 Surgical Strike 2 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2
The Atron's damage and falloff bonuses to small hybrid turrets make it capable of running some of the easier combat sites. It has a utility high-power slot that can fit a core probe launcher.
With its low cost and ability to speed-tank, the Atron is the perfect choice for the Gallente pilot's first few days of combat site exploration.
With a similar damage bonus, and an armor repairer bonus, the Incursus is able to survive where the Atron might falter. Its lack of a utility high-power slot makes it suitable primarily only for combat anomalies, or as a backup ship for running certain escalations.
The Tristan's tracking speed bonuses to both small hybrid turrets and drones allow it to apply damage more easily than most other regular frigates. It has a utility high-power slot that can fit a core probe launcher.
With the ability to field a full complement of light drones, the Tristan is among the most versatile regular frigates for running combat sites. However, it requires a lot of additional skill training in the drones category to reach its full potential.
With significant bonuses to damage and tracking speed, the Federation Navy Comet is a strong combat site alternative for pilots who enjoy the thrill of flying frigates. Its high armor hit points and reasonable drone bay make it stronger than the Incursus, with some of the same benefits of the Tristan.
A low-cost fit capable of running Serpentis Hideaway combat anomalies, or the 1/10 combat signature named Serpentis Drug Outlet. New Gallente players will need to train Repair Systems, which is provided as a gift during the tutorial. Energy Grid Upgrades must also be trained to level 2 for the Eutectic Compact Cap Recharger.
[Atron, Day 1 Explorer] Small I-a Enduring Armor Repairer 100mm Rolled Tungsten Compact Plates Damage Control I 1MN Monopropellant Enduring Afterburner Eutectic Compact Cap Recharger Alumel-Wired Enduring Sensor Booster 125mm Compressed Coil Gun I 125mm Compressed Coil Gun I 125mm Compressed Coil Gun I Core Probe Launcher I Scan Resolution Script x1 Core Scanner Probe I x8 Iron Charge S x3000 Lead Charge S x3000 Antimatter Charge S x3000
Some basic upgrades for your weapons after your first day or two of exploring. If you have enough ISK, consider upgrading to the meta 4 railgun variant named the 125mm Prototype Gauss Gun instead.
[Atron, Day 3 Explorer] Small I-a Enduring Armor Repairer Vortex Compact Magnetic Field Stabilizer Damage Control I 1MN Monopropellant Enduring Afterburner Alumel-Wired Enduring Sensor Booster Eutectic Compact Cap Recharger 150mm Prototype Gauss Gun 150mm Prototype Gauss Gun 150mm Prototype Gauss Gun Core Probe Launcher I Small Ancillary Current Router I Small Capacitor Control Circuit I Small Auxiliary Nano Pump I Core Scanner Probe I x8 Iron Charge S x3000 Lead Charge S x3000 Antimatter Charge S x3000
If you'd prefer focusing on combat anomalies such as the Burrow, Hideaway, and Refuge, or you don't mind changing your fit on-the-fly, consider flying an Incursus.
[Incursus, Day 3 Combat Anoms] Small I-a Enduring Armor Repairer Vortex Compact Magnetic Field Stabilizer Vortex Compact Magnetic Field Stabilizer Damage Control I 1MN Monopropellant Enduring Afterburner Alumel-Wired Enduring Sensor Booster Small Compact Pb-Acid Cap Battery 150mm Prototype Gauss Gun 150mm Prototype Gauss Gun 150mm Prototype Gauss Gun Small Processor Overclocking Unit I Small Processor Overclocking Unit I Small Capacitor Control Circuit I Iron Charge S x3000 Lead Charge S x3000 Antimatter Charge S x3000 Scan Resolution Script x1
If you like flying frigates, this is a higher-cost alternative to the Atron, once the ISK is rolling in. This fit introduces its first Tech 2 module, requiring Repair Systems trained to level 3. As your skills progress, consider upgrading the Damage Control, Magnetic Field Stabilizers, and railguns to Tech 2 as well.
[Federation Navy Comet, Week 2 Explorer] Small Armor Repairer II Vortex Compact Magnetic Field Stabilizer Vortex Compact Magnetic Field Stabilizer Damage Control I 1MN Monopropellant Enduring Afterburner Alumel-Wired Enduring Sensor Booster Small Compact Pb-Acid Cap Battery 150mm Prototype Gauss Gun 150mm Prototype Gauss Gun Core Probe Launcher I Small Capacitor Control Circuit I Small Auxiliary Nano Pump I Small Auxiliary Nano Pump I Hobgoblin I x6 Scan Resolution Script x1 Core Scanner Probe I x8 Iron Charge S x3000 Lead Charge S x3000 Antimatter Charge S x3000
Power Grid Management 1 Shield Operation 1 Shield Operation 2 Spaceship Command 1 Minmatar Frigate 1 Minmatar Frigate 2 Gunnery 1 Small Projectile Turret 1 Small Projectile Turret 2 Gunnery 2 Gunnery 3 Gunnery 4 Surgical Strike 1 Small Projectile Turret 3 Minmatar Frigate 3 Surgical Strike 2 Navigation 1 Navigation 2 Evasive Maneuvering 1 Evasive Maneuvering 2 Shield Operation 3 Shield Compensation 1 Shield Compensation 2
The Slasher's damage and tracking speed bonuses to small projectile turrets make it capable of running some of the easier combat sites. It has a utility high-power slot that can fit a core probe launcher.
With its low cost and ability to speed-tank, the Slasher is the perfect choice for the Minmatar pilot's first few days of combat site exploration.
With bonuses to both rate of fire and falloff, the Rifter can rain projectiles on enemy ships faster and further than any other regular Minmatar frigate. Its lack of a utility high-power slot makes it suitable primarily only for combat anomalies, or as a backup ship for running certain escalations.
With bonuses to light missile and rocket rate of fire, the Breacher requires skill training under the Missiles category before it becomes a viable alternative to the Rifter. Its bonus to shield boosters make it a particularly strong choice for Angel Cartel combat anomalies.
With significant bonuses to damage and tracking speed, the Republic Fleet Firetail is a strong combat site alternative for pilots who enjoy the thrill of flying frigates. Like the Slasher, it has a utility high-power slot that can fit a core probe launcher.
A low-cost fit capable of running Angel Hideaway combat anomalies, or the 1/10 combat signature named Minmatar Contracted Bio-Farm. The only skill needed beyond those provided to all new Minmatar players is Shield Operations.
[Slasher, Day 1 Explorer] Damage Control I Counterbalanced Compact Gyrostabilizer 1MN Y-S8 Compact Afterburner Small Azeotropic Restrained Shield Extender Small Clarity Ward Enduring Shield Booster Small Compact Pb-Acid Cap Battery 250mm Light Gallium Cannon 250mm Light Gallium Cannon 250mm Light Gallium Cannon Core Probe Launcher I Nuclear S x3000 Fusion S x3000 Core Scanner Probe I x8
Some basic upgrades for your weapons after your first day or two of exploring. If you have enough ISK, consider upgrading to the meta 4 artillery cannon variant named the 280mm 'Scout' Artillery I.
[Slasher, Day 3 Explorer] Counterbalanced Compact Gyrostabilizer Counterbalanced Compact Gyrostabilizer 1MN Y-S8 Compact Afterburner Small Azeotropic Restrained Shield Extender Small Clarity Ward Enduring Shield Booster Small Compact Pb-Acid Cap Battery 280mm Gallium Cannon 280mm Gallium Cannon 280mm Gallium Cannon Core Probe Launcher I Small Ancillary Current Router I Small Ancillary Current Router I Small Processor Overclocking Unit I Nuclear S x3000 Fusion S x3000 Core Scanner Probe I x8
If you'd prefer focusing on combat anomalies such as the Burrow, Hideaway, and Refuge, or you don't mind changing your fit on-the-fly, consider flying a Rifter.
[Rifter, Day 3 Combat Anoms] Photonic Upgraded Co-Processor Counterbalanced Compact Gyrostabilizer Counterbalanced Compact Gyrostabilizer Damage Control I 1MN Monopropellant Enduring Afterburner Small Azeotropic Restrained Shield Extender Small Clarity Ward Enduring Shield Booster 280mm Gallium Cannon 280mm Gallium Cannon 280mm Gallium Cannon Small Processor Overclocking Unit I Small Semiconductor Memory Cell I Small Semiconductor Memory Cell I Nuclear S x3000 Fusion S x3000
If you like flying frigates, this is a higher-cost alternative to the Slasher, once the ISK is rolling in. As your skills progress, consider upgrading the artillery cannons, shield booster, or gyrostabilizers to their Tech 2 variants.
[Republic Fleet Firetail, Week 2 Explorer] Mark I Compact Power Diagnostic System Counterbalanced Compact Gyrostabilizer Counterbalanced Compact Gyrostabilizer 1MN Monopropellant Enduring Afterburner Medium F-S9 Regolith Compact Shield Extender Small Clarity Ward Enduring Shield Booster Eutectic Compact Cap Recharger 280mm 'Scout' Artillery I 280mm 'Scout' Artillery I Core Probe Launcher I Small Ancillary Current Router I Small Ancillary Current Router I Small Semiconductor Memory Cell I Nuclear S x3000 Fusion S x3000 Core Scanner Probe I x8