[AGENT] Update: ships/blood-raiders/f/frigates/cruor

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2026-04-19 19:14:46 +00:00
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---
esi_data:
fitting_stats:
cpu_output: 150
high_slots: 4
low_slots: 4
med_slots: 3
powergrid_output: 57
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 740
hp_shield: 480
hp_structure: 580
name: Cruor
race: Unknown
skill_requirements:
- level: 3
skill_id: 3331
- level: 3
skill_id: 3329
type_id: 17926
velocity: 340
image: /17926.png
last_updated: '2026-04-19T19:14:45.012470'
source: eve-university
source_stats:
armorem: 50
armorexp: 20
armorhp: 740
armorkin: 25
armortherm: 35
bandwidth: 10 Mbit/sec
bonuses: "<b>Minmatar Frigate bonuses (per skill level):</b><br>\n20% bonus to Stasis\
\ Webifier range<br>\n'''Amarr Frigate bonuses (per skill level):'''<br>\n15%\
\ bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>\n20% bonus\
\ to Energy Nosferatu and Energy Neutralizer optimal range<br>\n10% bonus to Energy\
\ Nosferatu and Energy Neutralizer fallof range<br>\n'''Role Bonus:'''<br>\n125%\
\ bonus to Small Energy Turret damage<br>\n\u2022&nbsp;Energy Nosferatu fitted\
\ to this ship will drain targeted ship's capacitor regardless of your own capacitor\
\ level"
capacitor: 470 GJ
cargohold: "135 m\xB3"
class: Frigate
cpu: 150
dronebay: 10{{m3}}
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Blood Raiders
grouping: Pirate Faction Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 4
hulltype: Cruor Class
inertia: 3.4
info: Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor
for the Blood Raiders' philosophy. Designed almost solely to engage in their
disturbingly effective tactic of energy draining and stasis webbing, this ship
is a cornerstone in any effective Blood Raider fleet - and could play an intriguing
role in more standard ones.
launchers: 0
lows: 4
mass: 1003000
maxlockedtargets: 6
maxvelocity: 340
mediums: 3
powergrid: 57
quote: Strength belongs to those strong enough to claim it.
quote_attribution: Sanicanonical Scriptures, Book of Redemption 11:5
reqskills: '* {{RequiredSkill|Amarr Frigate|III}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Minmatar Frigate|III}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 760 mm
sensortype: RADAR
sensorvalue: 12 points
shieldem: 0
shieldexp: 50
shieldhp: 480
shieldkin: 40
shieldtherm: 20
shipid: 17926
shipimg: Cruor.jpg
shipname: Cruor
sigradius: 35 m
structurehp: 580
targetrange: 33 km
tech: F
totaltraintime: 17h 55m 0s
turrets: 2
variations: ''
volume: 28600
warpspeed: 5 AU/s
warptime: 4.73 s
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Cruor
title: Cruor
type_id: 17926
validation_score: 1.0
---
<img src="/17926.png" alt="Cruor" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web. Note that the neut bonus is to neut amount and not neut range, so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners. With the rebalance changes in the Kronus patch removing the draining restrictions from vampire modules, they have become more popular than neuts in PvP fits. Because neuts drain more total capacitor energy than vampire modules however, neuts remain situationally useful.
## Skills
Amarr Frigate mult=yes to at least IV to take advantage of the Cruor's large 15% bonus to Energy Vampire and Energy Neutralizer drain amount that comes with every extra level in the skill.
Minmatar Frigate mult=yes to at least IV to take advantage of the Cruor's large 20% bonus to the range of stasis webifiers that comes with every extra level in the skill.
With the expense of the Cruor it is highly recommended to have T2 Tank (generally Armor rather than Shields) and T2 Small Energy Turret with supporting Gunnery skills.
Prerequisite skills:
Capacitor Emission Systems mult=yes is the prerequisite skill for Neutralizers (commonly referred to as Neuts) and Energy Vampires (commonly referred to as NOS). It's also the only skill that directly impacts the effectiveness of capacitor warfare modules (although it only affects neuts).
Capacitor Management mult=yes and Capacitor Systems Operation mult=yes give better management of your own cap allowing you to be more effective at eliminating your opponents.
Propulsion Jamming will aid cap stability when using stasis webifiers, allowing pilots greater freedom when fitting.
## Tactics
No sub-article about Cruor roles or piloting tactics. You can write them here.
## Notes
For more information about capacitor warfare and other capacitor warfare using ships see Capacitor warfare.
## Patch History