---
esi_data:
  fitting_stats:
    cpu_output: 400
    high_slots: 7
    low_slots: 6
    med_slots: 4
    powergrid_output: 1140
    rig_slots: 3
  group: Combat Battlecruiser
  hull_stats:
    hp_armor: 4500
    hp_shield: 4500
    hp_structure: 3500
  name: Hurricane
  race: Unknown
  skill_requirements:
  - level: 1
    skill_id: 33098
  type_id: 24702
  velocity: 180
faction: Minmatar Republic
faction_group: Empire
image: /24702.png
last_updated: '2026-04-21T01:01:34.900457'
ship_class: Combat Battlecruiser
source: eve-university
source_stats:
  armorem: 60
  armorexp: 10
  armorhp: 4500
  armorkin: 25
  armortherm: 35
  bandwidth: 40 Mbit/sec
  bonuses: "<b>Minmatar Battlecruiser bonuses (per skill level):</b><br>\n5% bonus\
    \ to Medium Projectile Turret damage<br>\n5% bonus to Medium Projectile Turret\
    \ rate of fire<br>\n'''Role Bonus:'''<br>\n\u2022&nbsp;Can use one Command Burst\
    \ module<br>\n25% bonus to Medium Projectile Turret optimal range and falloff<br>\n\
    50% bonus to Command Burst area of effect range"
  capacitor: 2,300 GJ
  cargohold: "425 m\xB3"
  class: Combat Battlecruiser
  cpu: 400
  dronebay: "40 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Minmatar Republic
  forumlinks: ''
  grouping: Standard Battlecruisers
  highlights1: Can use Command Burst module
  highlights2: High Amount of High Slots
  highlights3: ''
  highlights4: ''
  highs: 7
  hulltype: Hurricane Class
  inertia: 0.67
  info: The force with which this ship hits is more than sufficient to leave a trail
    of shattered enemies, floating around like so much lifeless debris. An adaptable
    vessel, it has enough turret hardpoints for a full-scale assault while remaining
    versatile enough to allow for plenty of missile fire, and has both sufficient
    speed to outrun its enemies and sufficient capacitor charge to outlast them.
  launchers: 3
  lows: 6
  mass: 12800000
  maxlockedtargets: 6
  maxvelocity: 180
  mediums: 4
  powergrid: 1140
  quote: We rise as one, unchained and unstoppable.
  quote_attribution: Sanmatar Maleatu Shakor
  reqskills: '* {{RequiredSkill|Minmatar Battlecruiser|I}}

    ** {{RequiredSkill|Spaceship Command|III}}

    ** {{RequiredSkill|Minmatar Cruiser|III}}

    *** {{RequiredSkill|Spaceship Command|II}}

    *** {{RequiredSkill|Minmatar Destroyer|III}}

    **** {{RequiredSkill|Minmatar Frigate|III}}

    ***** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 220 mm
  sensortype: LADAR
  sensorvalue: 16 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 4500
  shieldkin: 40
  shieldtherm: 20
  shipid: 24702
  shipimg: Hurricane.jpg
  shipname: Hurricane
  sigradius: 250 m
  structurehp: 3500
  targetrange: 60 km
  tech: ''
  totaltraintime: 1d 21h 16m 40s
  turrets: 6
  variations: '{{Ship|Sleipnir}}, {{Ship|Hurricane Fleet Issue}}'
  volume: 216000
  warpspeed: 3.5 AU/s
  warptime: 11.89 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Hurricane
tech_level: Tech 1
title: Hurricane
type_id: 24702
validation_score: 1.0
---

<img src="/24702.png" alt="Hurricane" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

<div style="display: flow-root;">

## Summary

</div>
The Hurricane (often simply the Cane) has a long history of positive PvP and PvE performance and is one of the most versatile ships in the game. It can deal impressive DPS and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their L3 mission ship, fitting either a passive shield tank or an active armor tank. In PvP the Hurricane can be fitted as a simple, armor-buffered short-range bruiser; a fast shield-tanked "Nanocane"; or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield tanked Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.
<div style="display: flow-root;">

## Skills

</div>
 Minmatar Battlecruiser to at least IV to properly take advantage of the Hurricane's massive DPS buff that comes with every extra level in the skill.
 Gunnery V, Medium Projectile Turret V and Medium Autocannon Specialization/Medium Artillery Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, along with the ability to use T2 ammo types.
 Rapid Firing, Surgical Strike, skills that increase DPS and are thus vital to all turret-based damage dealing ships, should all be trained to at least IV.
 Along with the obvious Power Grid Management and Electronic Systems fitting skills required for fitting most ships, Weapon Upgrades and Advanced Weapon Upgrades should be trained to V and at least II respectively to help alleviate fitting problems associated with the ship's powergrid.
 Sharpshooter is important for artillery fitted Hurricanes, though due to autocannons' small optimals it isn't as important for autocannon fits.
 Drones V, Light Drone Operation V, Drone Interfacing IV and Gallente Drone Specialization I/Minmatar Drone Specialization I are all important for getting as much DPS out of the 40 drone capacity as possible.
 The appropriate skills required for fitting an Armor or Shield Tank.
<div style="display: flow-root;">

## Tactics

</div>
PvE

Artillery is probably the preferable choice for basic mission-running combat, as it has a longer range. Autocannon might mean more incoming DPS (as you will have to fight closer to NPC enemies) and slower completion times (as you will have to travel into range), but they will muster more DPS and cope better with agile targets. Consider whether your character skills lend themselves more to shield or to armor tanking: for PvE, the Hurricane can mount a passive shield tank or an active armor tank. An active armor tank might be easier to fit and simpler to get right.

PvP

The range of possible fits and tactical approaches offered by the Hurricane is—typically for a Minmatar ship—very wide, and to describe them all in detail would make this article a hostage to fortune (game updates).

Hurricanes fitted for very short-range brawling muster a lot of DPS, especially with T2 autocannon and Hail ammo. Watch out for battleships and other battlecruisers, which might prove tankier than you. The Micro Jump Drive offers one useful approach to brawling fits, at the cost of significant fitting demands: you can attempt to kill anything which gets into warp scrambler range, and then MJD out of trouble.

With a shield tank, the Hurricane can pull quite respectable speeds, and adding together its 25% hull bonus to range with the effect of T2 Barrage ammo lets autocannon hit out to warp disruptor range effectively. It's therefore also possible to fly the Hurricane as a kind of giant Stabber, faster than other large hulls and (hopefully) able to kill anything fast enough to catch it.

Moving beyond warp disruption range, an artillery-fit Hurricane can provide solid mid-ranged DPS and high mid-ranged alpha damage in a kiting gang, if other ships hold down its targets. Fitting a full rack of 720mm artillery often requires excellent character fitting skills and/or at least one fitting module.
<div style="display: flow-root;">

## Notes

</div>
You can add notes here.
## Patch History