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Tech 1 Battleship
Basic Fitting Information
Powergrid small.png Powergrid 12,500 MW
CPU small.png CPU 600 tf
High slot icon.png High Slots 8
Medium slot icon.png Medium Slots 4
Low slot icon.png Low Slots 7
Turret hardpoints.png Turrets 5
Launcher hardpoints.png Launchers 5
Rig slot.png Rig Slots 3
See Fitting for more information.
Basic Combat Attributes
Shield icon.png Shield HP 5,469
Armour icon.png Armour HP 6,211
Icon max velocity.png Max Velocity 130 m/s


The Typhoon is perhaps the most versatile (read: skill intensive) ship in all of EVE. It sports 5 turret hardpoints, 5 launcher hardpoints, and one of the largest drone bays a non-capital ship can have. However, its versatility is offset by its relatively weak powergrid. Because of this, most people fit the Typhoon with the weaker large autocannons (Dual 425mm Autocannons) which have relatively low powergrid requirements. The launcher hardpoints are either fitted with cruise or siege launchers depending upon the situation. Cruise missiles are better suited for long range damage, or for hitting cruisers. Siege missiles, on the other hand are very powerful anti-battleship weapons but are next to useless against smaller ships.

The Typhoon is generally armor tanked, because of its 7 low slots. This enables a pilot to pile on lots of armor plates, hardeners, resistance plating and repairers. This in turn allows the Typhoon pilot to fit whatever is desired in the medium slots. It should be noted that the Typhoon, like all other Minmatar ships, generally do not require capacitor to fire its weapons. While the Typhoon has a relatively weak capacitor, this is offset by the fact that the capacitor is almost entirely dedicated to the armor tank. This makes the Typhoon one of the toughest battleships in the universe of EVE, when fitted properly.

It should be noted that due to the Typhoon's abundance of low slots, a reasonable passive shield tank may also be fitted providing the pilot is prepared to sacrifice all his low and medium slots, as well as his rig slots. This limits the Typhoon's offensive capacity, as weapon upgrades cannot be fitted, but allows for more shield orientated players to utilize the ship as well.

The Typhoon has an enormous drone bay of 175m³. It is bested only by the Dominix, and possibly the Eos (the Eos has anywhere from a 100m³ to a 300m³ drone bay, depending upon skills). The Typhoon's drone bay is possibly what makes the Typhoon truly versatile. You can load 5 heavy/sentry drones (for killing larger ships) and 5 medium drones (for killing smaller, faster ships). Or you can mix and match various logistic, electronic warfare and combat drones to maximize your versatility. You can use armor repairing drones to improve your already formidable armor tank and to aid your fellow pilots. You can use jamming, webbing, and/or painting drones to free up or aid your medium slots.

Unfortunately, all of this versatility comes at a cost. The Typhoon is one of the most skill-intensive ships to fly. It requires gunnery, missile, drone, mechanic and top fitting skills in order to fly it even marginally well. The Typhoon is definitely not a specialist's ship, which makes it difficult for newer players to use in PvP. Fitting a Typhoon with T2 equipment intensifies this problem even further since you must train many more skills to level 5 than you would need on any other battleship (Level 5 missile operation, cruise missiles, small projectile turrets, medium projectile turrets, large projectile turrets, drones, heavy drones, etc...) However, it is possible to use the Typhoon for level 3 missions with T1 equipment and meager skills.

Description & Bonuses

Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification.

Minmatar Battleship Skill Bonus: 5% bonus to Large Projectile Turret firing speed and 5% bonus to siege and cruise missile launcher firing speed per level.




Max velocity : 130 m/sec
Ship warp speed : 3.0 AU/S
Plasma propulsion strength : 10 points
Base price : 75.000.000 ISK
Tech-2 versions : Panther


Skill Requirements

Recommended Certificates

Core Competency - Standard
Battleship Launcher Control - Basic
Armor Tanking - Standard
Battleship Projectile Turrets - Basic

Blueprint Info

Base price : 750.000.000 ISK



Manufacturing time : 5 Hours
Research material time : 4 Days, 4 Hours
Research copy time : 1 Week, 1 Day, 8 Hours
Research productivity time : 4 Days, 4 Hours
Wastage factor : 0.1

Production limit : 10

Bill of materials


Isogen : 108358 - 88292 / 80265
Megacyte : 2325 - 1894 / 1722
Mexallon : 435200 - 354607 / 322370
Nocxium : 26993 - 21995 / 19995
Pyerite : 1728937 - 1408763 / 1280694
Tritanium : 6912054 - 5632044 / 5120040
Zydrine : 6315 - 5146 / 4678


Cryptic Ship Data Interface : 1
Datacore - Mechanical Engineering : 32
Datacore - Minmatar Starship Engineering : 32

Ship's Card Game Version

Ship type : Battleship
Assembly : 3
Cost : 15
Power : 12
Shields : 10

Kamikaze 8
Patrol 2

See also

The Typhoon at EVE-Online's Item Database [1]
The Typhoon at ESSDB [2]
The Typhoon at EVE-Extra [3]
The Typhoon at Battleclinic [4]
The Typhoon at EVE-DB [5]
The Typhoon at coldfront [6]
The Typhoon at the database [7]
The Typhoon at object database [8]
The Typhoon at Allakhazam [9]
The Typhoon in card-form [10] Template:Core Ships

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