Engineered as a supplement to its big brother the Cyclone, the Thrasher's tremendous turret capabilities and advanced tracking computers allow it to protect its larger counterpart from smaller, faster menaces.
|Power output||70 MW|
|CPU output||170 tf|
| Shield resists|
| Armor resists|
|Max Speed||240 m/s|
|Updated for Booster Patch|
|View Ships by Type|
Destroyers are kind of odd ships. They can bring almost cruiser level firepower to the table, but definitely do not have cruiser level durability. Being that they are glass cannons, it's best if you follow the time-honored tradition of picking on people smaller than you. The Thrasher is a great little ship, and fun on a bun to fly. With 7 turret slots, there are a ton of options on how to outfit one. While you won't stand a chance against an interceptor solo, or a hostile cruiser, on fleet ops you'll go through enemy frigates like a fat kid through cake.
There are at least some reports that the Thrasher presents the best possible ratio of damage output to isk cost investment of any Eve ship, and it has a headlight.
Destroyer Skill Bonus:
- 10% bonus to Small Projectile Turret tracking speed per level
- 5% bonus to Small Projectile Turret damage per level
- 50% bonus to small projectile turret optimal range
- -25% rate of fire for all turrets
 Recommended Skill Packs
- Support - Fitting 1
- Support - Navigation 1
- Support - Gunnery 1
 Artillery Setups
 The Alpha-Strike Thrasher (Triest)
- 7x 280mm Howitzer Artillery IIs
- 2x Sensor Booster
- 1x Tracking Computer
- 1x Reactor Control Unit
- 1x Gyrostabilizer
This will fit, and will give you an absurd alpha strike for a frigate class ship. With decent skills this should yield somewhere on the order of 800+ (~1400 with Quake and level 4 in all relevant skills) damage before resists in your first salvo, which will instapop inties, shuttles and T1 frigs and will put the hurtin' on assault frigs. Range is excellent, particularly if you use tremor ammo (50km range!). Use this in gatecamps and other ops where mobility (and tanking!) is not as important, as you get an excellent scan resolution but can't tackle at all. Try not to die, as the 280 T2s are about 600k each.
Updated: Now that I've actually used this in combat, I can say that it works very well. Small op against some interceptors who were flying around looking for miner ganks, this thing was able to take crows/claws down to low armor or structure in a salvo. Looks like average damage is 80-130 per shot. Wrecking hit for 300 on armor, as well. I loaded mine with 3 binds of EMP and 4 binds of fusion, which worked well. I might try 3 binds of EMP and 4 binds of quake next, since it seems to have enough cap regen then to sustain my two sensor boosters. (7 binds of quake makes cap regen something like 1/second at most).
- If your fitting skills are good (AWU III), you can fit a Rocket Launcher into the 8th highslot on this setup. It won't do wonders for your DPS or anything, but there's no point in not adding it.
- The same setup will fit with 280mm I's and a PDS in place of the RCU in the lows. Great for getting podkills.
- (AWU III) This setup is better if you completely remove the RCU/PDS and do a second Gyrostabilizer II on the lows, and replace the last 280mm II with a 250mm II. Dps is higher and so is Alpha. With (AWU V) you can do 7x 280mm II and 2 Gyro II, and still have 3 grid left for your mids.
- (AWU III) Now that rigs are much, much cheaper for smaller ships, you can bypass having to fit a 250 for a second gyrostab by fitting a small ancillary current router. You should be able to fit a locus coordinator or a metastasis adjuster with the grid rig as well. A projectile collision accelerator is also a good choice to maximize your alpha.
 T2 Artillery Thrasher with MWD (Zataaki)
- 6x 280mm Howitzer Artillery II
- 1x 250mm Light Artillery Cannon II
- 1x Salvager or offline Small Remote Armor Repair System I (has 1.96 powergrid to spare with AWU 4, nothing else fits)
- 1x Phased Monopropellant I Hydrazine Boosters
- 1x Sensor Booster II
- 1x Tracking Computer II
- 1x Gyrostabilizer II
- 1x Micro Auxiliary Power Core I
Use of the ship is self explanatory, see other thrasher descriptions. Lots of ammo types in cargo recommended including tremor S and many types of t1 and faction. Like all artillery ships this thrasher will go through ammo pretty slowly and the faction ammo is very useful for shooting fast moving ships compared to tremor.
With destroyers 5, sharpshooter 4, small artillery specialization 4, rapid firing 5, and other relevant gunnery skills at 4, republic fleet depleted uranium in the 280mm's and proton in the 250mm will yield a 25km optimal, 11km falloff, 112 dps, 924 alpha, and 0.154 tracking with the 280's.
 Autocannon setups
 Baby Sabre
- 7x 200mm Autocannon II (Republic Fleet EMP S; Barrage S)
- 1x wildcard (cloak, standard launcher, rocket launcher, salvager; all should fit easily)
- 1x 1MN Microwarpdrive II
- 1x Warp Scrambler II
- 1x Medium Shield Extender II
- 1x Nanofiber Internal Structure II
- 1x Gyrostabilizer II
- Rigs (optional)
- 2x Small Core Defence Field Extender I (or 1x em/1x therm resist rig if you're cheap)
- 1x Small Projectile Collision Accelerator I
Well, there you have it. It's like a Sabre but without the bubble launcher. Autocannon Thrashers are kind of dumb because you basically waste the role bonus completely and have a ton of grid to spare, but since the Thrasher is such an awesome ship this setup works anyway. If you drop the nano for another gyro, you can get almost 300 DPS out of it, even without heat. With the shield rigs you can get almost 6k EHP, too. Now go out and solo T2 frigs and overconfident dictors that attack you because "lol t1 destroyer salvager nub" or something.
The problems with this setup are mainly that a) you're a good bit slower than a Sabre, and b) you don't have a bubble so you have to get up close and personal to tackle, and c) you don't have a web (on the other hand you can permarun your MWD and scram so that might not be a problem).
Fits without AWU, by the way.
 Utility Setups
 The Salvaging Thrasher
- 2-4x Small Tractor Beams
- 6-8x Salvagers
- 10MN AB (the cruiser-sized AB, don't use this without tractor beams because you lose all agility in favor of capacitor)
- 2x Cap Recharger
- 2x Capacitor Power Relay for more cap stability or 2x Expanded Cargohold for tucking away rat loot
Destroyers are the salvagers of choice for newbies looking to make some isk to step beyond Rifters. This is the best pure salvaging setup until you can afford a Hurricane for garbage collection. Find a system with some friendly ratters and zip around hoovering wrecks.
 10 Hour Hero
 Skill Plan
Create a Minmatar character, queue up these skills, and go to bed:
- Learning I (10 minutes, 25 seconds)
- Iron Will I (10 minutes, 12 seconds)
- Spatial Awareness I (10 minutes, 12 seconds)
- Minmatar Frigate III (7 hours, 58 minutes, 14 seconds)
- Weapon Upgrades I (18 minutes, 51 seconds)
- Hull Upgrades I (20 minutes, 25 seconds)
- Propulsion Jamming I (30 minutes, 38 seconds)
- Afterburner I (9 minutes, 48 seconds)
- Small Hybrid Turret I (9 minutes, 4 seconds)
- Energy Systems Operation I (10 minutes, 12 seconds)
- Destroyers I (18 minutes, 9 seconds)
(10 hours, 26 minutes)
- 7x Modal Light Ion Particle Accelerator I (Caldari Navy Antimatter S)
- Cold-Gas I Arcjet Thrusters
- Fleeting Propulsion Inhibitor I
- Faint Epsilon Warp Scrambler I
- Internal Force Field Array I
- Magnetic Vortex Stabilizer I
Fitting Suggestion - This is the best-named version. You can save yourself a lot of isk by stepping down to second best-named or T1 modules. Also, there is room for a 'Malkuth' Rocket Launcher should you feel like training for 20 more minutes.
It's pretty shitty, sure, but this is a 10 hour character that can do close range damage, point, use webs, and use an afterburner. If you feel like training any further (you really don't have to), you can train stuff like Rapid Firing to increase your dps to around 150-160.
Now that you've got your character, cruise the recruitment channel for a moderately sized pubbie corporation that operates out of Empire, and join up with them. Undock. Congratulations, you're done! The idea of the 10 Hour Hero runs on two premises:
1. When you are in empire space, you are allowed to shoot members of your own corporation without being Concorded. 2. You can't be kicked from a corporation unless you dock or log off. If the members of your corporation explicitly state that they want you out but they are unable to kick you, you have to dock and leave the corporation. Staying in space to avoid being kicked has been declared an exploit by the GMs.