FOD:Wolf Rayet Doctrine
Fleet Operations Division |
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Doctrine Battlecruiser |
Doctrine Destroyer |
This page covers baseline fits for our PvE C5/C6 Wolf Rayet fleets. The core of this doctrine is Destroyer DPS (Confessors!), with 9 hulls to choose from: 2 starter options for new alphas, 3 alpha-friendly intermediate options, and 4 "main" options for omega pilots. The starter fits can be trained into very quickly, and even the Tech III Destroyers (T3Ds) can be trained into in just a few weeks.
This Doctrine also includes 2 Command Destroyer options for omegas, and uses Guardian logistics fits from the Battlecruiser Armor Doctrine.
A fleet running this doctrine should include 2-3 Guardians, 1-2 Command Destroyers, and 8+ DPS destroyers. Fits shown here are baselines, so feel free to upgrade or downgrade where skills, budget, and comfort allow. Just remember that SRP only covers up to the T2 value of a fit.
Some of the omega fits include cloaking devices. Keep the cloak offline unless needed for travel.
Starter Alpha DPS[edit]
Two cheap options for very new alpha pilots: a Coercer and a Catalyst. If you can fly navy destroyers or T3Ds, use those instead. A fresh alpha pilot can train into both these fits in just a few hours. The Coercer is recommended over the Catalyst.
Coercer (Amarr, Energy Turrets)[edit]

Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
Dual Modulated Light Energy Beam I
1MN Y-S8 Compact Afterburner
Balmer Series Compact Tracking Disruptor I
400mm Rolled Tungsten Compact Plates
Compact Multispectrum Energized Membrane
Compact Multispectrum Energized Membrane
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Multifrequency S x8
Xray S x8
Standard S x8
Radio S x8
Tracking Speed Script
Core Probe Launcher I
Core Scanner Probe I x16
Mobile Depot

































- Amarr Frigate III
- Amarr Destroyer I
- Small Energy Turret I
- Weapon Disruption I
Catalyst (Gallente, Hybrid Turrets)[edit]

Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
Modal Light Electron Particle Accelerator I
1MN Y-S8 Compact Afterburner
Balmer Series Compact Tracking Disruptor I
400mm Rolled Tungsten Compact Plates
Damage Control II
Compact Multispectrum Energized Membrane
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Explosive Armor Reinforcer I
Antimatter Charge S x10000
Iron Charge S x5000
Tracking Speed Script
Core Probe Launcher I
Core Scanner Probe I x16
Mobile Depot































- Gallente Frigate III
- Gallente Destroyer I
- Small Hybrid Turret I
- Weapon Disruption I
Intermediate Alpha DPS[edit]
Three stepping-stone options for decently skilled alpha pilots and newer omega pilots: a Coercer Navy Issue, Catalyst Navy Issue, and Thrasher Fleet Issue. Think of these as baby T3Ds.
Each navy destroyer hull has 2 fits: 1 for alpha and lower-skilled omega pilots, and 1 for well-skilled omegas who want a cheaper (and explodier) alternative to the main T3D fits.
If you're using the lower-skill alpha fit and have fitting space left over, upgrade either the plate to T2 or the guns. If you have a bit of fitting left but not enough for that, upgrade the afterburner to T2 or enduring, or the EWAR to T2. The EWAR doesn't have to be a tracking disruptor and should be switched around based on what the fleet needs. Stasis webifiers and warp scramblers require less fitting than tracking disruptors.
If you can use any of these ships, the Coercer Navy Issue is preferred.
[edit]

Small Focused Modulated Energy Beam I
Small Focused Modulated Energy Beam I
Small Focused Modulated Energy Beam I
Core Probe Launcher I
Small Focused Modulated Energy Beam I
Small Focused Modulated Energy Beam I
Small Focused Modulated Energy Beam I
1MN Y-S8 Compact Afterburner
Balmer Series Compact Tracking Disruptor I
400mm Rolled Tungsten Compact Plates
Damage Control II
Multispectrum Coating II
Multispectrum Coating II
Small Trimark Armor Pump II
Small Ancillary Current Router II
Small Ancillary Current Router II
Imperial Navy Multifrequency S x8
Imperial Navy Standard S x8
Imperial Navy Radio S x8
Tracking Speed Script
Core Scanner Probe I x16





























- Amarr Frigate III
- Amarr Destroyer III
- Small Energy Turret I
- Weapon Disruption I
- Hull Upgrades IV

Small Focused Beam Laser II
Small Focused Beam Laser II
Small Focused Beam Laser II
Core Probe Launcher I
Small Focused Beam Laser II
Small Focused Beam Laser II
Small Focused Beam Laser II
1MN Y-S8 Compact Afterburner
Balmer Series Compact Tracking Disruptor I
400mm Steel Plates II
Damage Control II
Multispectrum Coating II
Multispectrum Coating II
Small Trimark Armor Pump II
Small Ancillary Current Router II
Small Ancillary Current Router II
Imperial Navy Multifrequency S x8
Gleam S x8
Imperial Navy Standard S x8
Aurora S x8
Tracking Speed Script
Core Scanner Probe I x16
Mobile Depot
Improved Cloaking Device II

































[edit]
Due to the Catalyst Navy Issue's armor mass penalty bonus, it benefits from using a restrained plate instead of a compact one if you can't fit a T2 plate.

Modal Light Neutron Particle Accelerator I
Modal Light Neutron Particle Accelerator I
Modal Light Neutron Particle Accelerator I
Core Probe Launcher I
Modal Light Neutron Particle Accelerator I
Modal Light Neutron Particle Accelerator I
Modal Light Neutron Particle Accelerator I
1MN Y-S8 Compact Afterburner
Balmer Series Compact Tracking Disruptor I
Fleeting Compact Stasis Webifier
400mm Crystalline Carbonide Restrained Plates
Damage Control II
Multispectrum Coating II
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Explosive Armor Reinforcer II
Caldari Navy Antimatter Charge S x10000
Caldari Navy Iron Charge S x7500
Tracking Speed Script
Core Scanner Probe I x16




























- Gallente Frigate III
- Gallente Destroyer III
- Small Hybrid Turret I
- Weapon Disruption I
- Propulsion Jamming I
- Hull Upgrades IV

Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Core Probe Launcher I
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
1MN Y-S8 Compact Afterburner
Balmer Series Compact Tracking Disruptor I
Fleeting Compact Stasis Webifier
400mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Coating II
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Explosive Armor Reinforcer II
Void S x10000
Null S x7500
Caldari Navy Antimatter Charge S x5000
Tracking Speed Script
Core Scanner Probe I x16
Mobile Depot
Improved Cloaking Device II
































Thrasher Fleet Issue (Minmatar, Projectile Turrets)[edit]

200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
Core Probe Launcher I
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
200mm Light 'Scout' Autocannon I
1MN Y-S8 Compact Afterburner
Balmer Series Compact Tracking Disruptor I
Fleeting Compact Stasis Webifier
400mm Crystalline Carbonide Restrained Plates
Damage Control II
Compact Multispectrum Energized Membrane
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Explosive Armor Reinforcer II
Republic Fleet EMP S x10000
Republic Fleet Phased Plasma S x10000
Republic Fleet Proton S x5000
Republic Fleet Depleted Uranium S x5000
Tracking Speed Script
Core Scanner Probe I x16































- Minmatar Frigate III
- Minmatar Destroyer III
- Small Projectile Turret I
- Weapon Disruption I
- Propulsion Jamming I
- Hull Upgrades IV

200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Core Probe Launcher I
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
1MN Y-S8 Compact Afterburner
Balmer Series Compact Tracking Disruptor I
Fleeting Compact Stasis Webifier
400mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Explosive Armor Reinforcer II
Hail S x10000
Barrage S x7500
Republic Fleet EMP S x7500
Republic Fleet Phased Plasma S x7500
Tracking Speed Script
Core Scanner Probe I x16
Mobile Depot
Improved Cloaking Device II

































Mainline Omega DPS[edit]
Four options for omega pilots, which should still only take a few weeks to skill into. These are the core of our WR fleets. The recommended ship to fly is the Confessor, with the Hecate, Svipul, and Kikimora as viable alternatives.
If a fit uses a MWD, that's to make it easier to get in range with short-range weapons like blasters and autocannons. Be very careful using a MWD if targeted, and turn it off to use the AB instead when in close orbit on a target.
Confessor (Amarr, Energy Turrets)[edit]

Small Focused Beam Laser II
Small Focused Beam Laser II
Core Probe Launcher I
Small Focused Beam Laser II
Small Focused Beam Laser II
Improved Cloaking Device II
1MN Y-S8 Compact Afterburner
Initiated Compact Warp Scrambler
Fleeting Compact Stasis Webifier
400mm Rolled Tungsten Compact Plates
Multispectrum Energized Membrane II
Multispectrum Coating II
Heat Sink II
Vigor Compact Micro Auxiliary Power Core
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Thermal Armor Reinforcer II
Imperial Navy Multifrequency S x8
Gleam S x8
Imperial Navy Standard S x8
Aurora S x8
Core Scanner Probe I x16
Mobile Depot
































Hecate (Gallente, Hybrid Turrets)[edit]

Light Electron Blaster II
Light Electron Blaster II
Core Probe Launcher I
Light Electron Blaster II
Light Electron Blaster II
Light Electron Blaster II
1MN Y-S8 Compact Afterburner
Tracking Disruptor II
Fleeting Compact Stasis Webifier
5MN Quad LiF Restrained Microwarpdrive
400mm Steel Plates II
Damage Control II
Multispectrum Energized Membrane II
Micro Auxiliary Power Core II
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Explosive Armor Reinforcer II
Void S x10000
Null S x7500
Caldari Navy Antimatter Charge S x5000
Tracking Speed Script
Core Scanner Probe I x16
Mobile Depot
Prototype Cloaking Device I

































Svipul (Minmatar, Projectile Turrets)[edit]

200mm AutoCannon II
200mm AutoCannon II
Core Probe Launcher I
200mm AutoCannon II
200mm AutoCannon II
Prototype Cloaking Device I
1MN Y-S8 Compact Afterburner
Tracking Disruptor II
Fleeting Compact Stasis Webifier
5MN Quad LiF Restrained Microwarpdrive
400mm Steel Plates II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
Micro Auxiliary Power Core II
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Explosive Armor Reinforcer II
Hail S x10000
Barrage S x7500
Republic Fleet EMP S x7500
Republic Fleet Phased Plasma S x7500
Tracking Speed Script
Core Scanner Probe I x16
Mobile Depot

































Kikimora (Triglavian, Precursor Turret)[edit]

Light Entropic Disintegrator II
Core Probe Launcher I
1MN Y-S8 Compact Afterburner
Initiated Compact Warp Scrambler
Fleeting Compact Stasis Webifier
400mm Steel Plates II
Damage Control II
Multispectrum Energized Membrane II
Vigor Compact Micro Auxiliary Power Core
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Explosive Armor Reinforcer II
Occult S x7500
Mystic S x2500
Baryon Exotic Plasma S x1000
Meson Exotic Plasma S x1000
Tetryon Exotic Plasma S x1000
Core Scanner Probe I x16
Mobile Depot
Improved Cloaking Device II





























Command[edit]
Two Command Destroyer options: a Pontifex for armor boosts and a Magus for skirmish boosts. Only a maximum of two are needed on any fleet. If only one, prioritize the Pontifex.
Pontifex (Amarr, Drones)[edit]

Armor Command Burst II
Armor Command Burst II
Armor Command Burst II
Core Probe Launcher I
Improved Cloaking Device II
1MN Y-S8 Compact Afterburner
Micro Jump Field Generator
Fleeting Compact Stasis Webifier
400mm Crystalline Carbonide Restrained Plates
Damage Control II
Multispectrum Coating II
Multispectrum Coating II
Co-Processor II
Small Command Processor I
Small Command Processor I
Hobgoblin II x5
Acolyte II x5
Caldari Navy Hornet x5
Armor Energizing Charge x900
Armor Reinforcement Charge x900
Rapid Repair Charge x900
Core Scanner Probe I x16
Mobile Depot































Magus (Gallente, Drones)[edit]

Skirmish Command Burst II
Skirmish Command Burst II
Core Probe Launcher I
Festival Launcher
Improved Cloaking Device II
1MN Y-S8 Compact Afterburner
Small Compact Pb-Acid Cap Battery
Micro Jump Field Generator
Fleeting Compact Stasis Webifier
400mm Steel Plates II
Damage Control II
Multispectrum Coating II
Multispectrum Coating II
Small Command Processor I
Small Explosive Armor Reinforcer II
Infiltrator II x2
Acolyte II x3
Caldari Navy Hornet x5
Evasive Maneuvers Charge x900
Rapid Deployment Charge x900
Blood Dagger Firework x300
Core Scanner Probe I x16
Mobile Depot































Logistics[edit]
Use either of the Guardian fits from the Battlecruiser Armor Doctrine: Pope if well-skilled or Cardinal if lower skilled. Augurors won't handle Drifters.
Upgrading Fits[edit]
If you have extra ISK to spend, there are a number of improvements you can make to these doctrine fits. Just keep in mind that SRP will only cover up to the T2 value of the fit (so don't expect your Cormack's Modified Damage Control to be compensated).
If you have the fitting space to upgrade an afterburner or EWAR module to T2, by all means do that.
Upgrading multispectrum coatings to Dark Blood Multispectrum Coating costs around 10 million ISK and slightly increases armor resists. Upgrading multispectrum energized membranes to Imperial Navy Multispectrum Energized Membrane or Dark Blood Multispectrum Energized Membrane (whichever is cheaper) costs around 40 million ISK and provides a decent increase to armor resists. Upgrading plates to Imperial Navy 400mm Steel Plates provides a decent increase to armor HP for around 20 million ISK. If you don't have the fitting space, Federation Navy 400mm Steel Plates provide better fitting with a lower armor boost than Imperial Navy. Syndicate 400mm Steel Plates provide even better fitting, but less armor than Imperial Navy. They're also far more expensive.
Upgrading an afterburner to Federation Navy 1MN Afterburner provides a solid speed boost for around 30 million ISK. Coreli A-Type 1MN Afterburner is the strongest afterburner of its class, but costs around 50 million ISK.
If your fit has a cap battery, the Republic Fleet variant is relatively inexpensive and provides better fitting and stats.
Using faction guns or damage controls is very expensive and almost never worth it. Using deadspace multispectrum membranes or coatings provides a bigger boost than faction, but gets very expensive very quickly (Corpum A-Type membranes go for 750 million ISK!).
Lastly, upgrading probes or probe launchers to their Sisters variants provides a significant boost to scan strength if you need to scan your way back out of wormhole space.
Stick to Navy ammo if using faction ammo. More expensive variants don't offer enough additional power to be worth it.
Downgrading Fits[edit]
Can't make everything fit? Don't worry! Start by switching modules to their Compact variants. Stasis webifiers and warp scramblers eat up less fitting than tracking disruptors, so try using those instead. If things still don't fit, a dirt cheap PG or CPU implant's usually enough. Only downgrade T2 guns to meta 4 as a last resort.
When in doubt, ask the FC!
Implants and Boosters[edit]
Every fit here is perfectly usable with a clean clone. That said, every fit benefits from low-grade or mid-grade Amulet implants. Savior implants are viable for logi, and Virtue implants help with scanning.
Synth X-Instinct reduces signature radius further, which reduces incoming damage. Synth Mindflood increases capacitor capacity, which can be helpful for logi. Synth Drop increases turret tracking, while Synth Frentix and Sooth Sayer increase optimal and falloff range, respectively. Agency Overclocker increases speed. Agency Pyrolancea increases damage. Limited-time event boosters that help with capacitor, damage, or armor tanking are also useful.
Just remember that implants and drugs aren't covered by SRP.
Tactics[edit]
Every DPS fit here flies pretty much the same way: spiral in on whatever the FC calls as primary with the afterburner on (don't just hit approach) until you're in close range. Then orbit the primary with close-range ammo. When the primary dies, repeat on the next one. It's very important to shoot what the FC says to shoot and nothing else, since accidentally shooting triggers can spawn additional waves prematurely and overwhelm the fleet. Make sure to spread out webs and tracking disruptors among the Sleepers. There's no need to use warp scramblers against anything except Drifters.
T3Ds have access to tactical modes, which boost various ship stats. A T3D being shot at should immediately switch to Defense Mode. If not being shot at, the default should be Sharpshooter Mode. Propulsion Mode is useful for traveling and getting to distant ongrid targets.
Command Destroyers should fly similarly to mitigate incoming damage, but should attempt to stay within command burst range (32.9km with max skills) of all ships in the fleet if possible.
T2 logi cruisers are larger, slower, and much tankier than destroyers. While orbiting at close range works well against Drifters, it may not be realistic against Sleepers. However, keeping up transversal is always useful for reducing incoming damage.
In short: don't sit still on warpin like a potato.
It's critical to broadcast for reps early and often so logi has a chance to catch you. Broadcast when yellowboxed (enemies are targeting you). Broadcasting when red (they're already shooting you) could very well be too late for logi to stop them from punching into your hull pod.
How 2 Sleeper[edit]
High-class wormhole sites feature waves of a few Sleeper battleships sometimes supported by cruisers and frigates. Since Sleeper frigate and cruiser damage applies much better to small targets like destroyers than battleship damage, frigates and cruisers are usually the best targets to clear first.
Sleepers deal omni-damage and have flat resists, so just use whichever ammo gets you the most raw damage regardless of damage type.
The easiest site to get started with is probably the Core Citadel, since it primarily spawns battleships with no sentries and a few weak frigates for support.
How 2 Drifter[edit]
Clearing a site will spawn a Decloaked Transmission Relay structure. Aggressing this structure in any way will spawn a Drifter Response Battleship. This battleship doesn't have a doomsday, and has only 20 points of tracking. This means that it struggles to hit small targets like destroyers, especially with the Wolf Rayet bonus and tracking disruptors. However, the Drifter has extremely strong neuts and moves fast, at 3.5km/s. It also has a web.
The strategy for taking down the Drifter is very straightforward. All ships should orbit the Drifter up close with ABs on while webbing and tracking disrupting it. Unlike Sleepers, the Drifter doesn't have omni-resists. Its shield is weakest against thermal, and its armor is weakest against EM. This means that projectile ships should use Phased Plasma against Drifter shields and EMP against armor instead of just using Hail. Drone ships should use Gallente drones against shields and Amarr against armor. Beam ships should use Gleam against shields and Multifrequency against armor.
When the Drifter hits 25% armor, it'll attempt to warp out with 3 points of warp core strength. This means that at least 2 scrams need to be on the Drifter as it's bleeding armor. The Drifter will only try to warp once.
It's even more important to broadcast against the Drifter, as taking several hits from it without reps can be deadly. T3Ds should switch to Defense Mode the moment they start getting Drifter aggro.