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.


Structure HitpointsStructure Hitpoints
750 HP
Max VelocityMax Velocity
270 m/sec
Inertia ModifierInertia Modifier
2.8 x
1,600,000 kg
43000 m3
400 m3


powergrid Outputpowergrid Output
70 MW
Low SlotsLow Slots
Med SlotsMed Slots
High SlotsHigh Slots
CPU OutputCPU Output
170 tf
Launcher hardpointsLauncher hardpoints
1 hardpoints
Turret hardpointsTurret hardpoints
7 hardpoints
400 points
Upgrade HardpointsUpgrade Hardpoints
3 hardpoints


Recharge timeRecharge time
290 s
Capacitor CapacityCapacitor Capacity
550 GJ


Maximum Targeting RangeMaximum Targeting Range
27 km
Max  Locked TargetsMax Locked Targets
LADAR Sensor StrengthLADAR Sensor Strength
9 points
Optimal Range BonusOptimal Range Bonus
50 %
Signature RadiusSignature Radius
56 m
Scan ResolutionScan Resolution
550 mm


Shield CapacityShield Capacity
800 HP
Shield Em Damage ResistanceShield Em Damage Resistance
0 %
Shield Explosive Damage ResistanceShield Explosive Damage Resistance
50 %
Shield Kinetic Damage ResistanceShield Kinetic Damage Resistance
40 %
Shield Thermal Damage ResistanceShield Thermal Damage Resistance
20 %
Shield recharge timeShield recharge time
625 s


Armor HitpointsArmor Hitpoints
750 HP
Armor Em Damage ResistanceArmor Em Damage Resistance
60 %
Armor Explosive Damage ResistanceArmor Explosive Damage Resistance
10 %
Armor Kinetic Damage ResistanceArmor Kinetic Damage Resistance
25 %
Armor Thermal Damage ResistanceArmor Thermal Damage Resistance
35 %


Tech LevelTech Level
1 Level
Rig SizeRig Size


Thrasher Blueprint i Thrasher Blueprint

Required skills

Primary Skill required
Minmatar Destroyer Minmatar Destroyer I
Minmatar FrigateMinmatar Frigate III
Spaceship CommandSpaceship Command I


Tech I
i Thrasher
Tech II
i Sabre


Suggested Uses

Thrasher is the only one of the four Destroyers regularly considered as a viable PvP option by a large number of players. Unlike the other four, it can actually hold it's own against most frigate hulls without trouble, and when flown correctly, can be a very frightening ship to go up against.

With the Crucible expansion the rate of fire penalties for all tech 1 destroyers was removed. While the other destroyers now have to consider cap stability as a new issue, the cap-immune Thrasher does not. This massive boost to its already impressive damage output with zero side-effects has now made it one seriously scary little ship for its cost, and should not be underestimated.

Fitting a Thrasher with autocannons is typically easier than fitting it with artillery, as due to powergrid restraints and the way it's flown, the Artythrasher is harder to fit and fly correctly.

[Thrasher, Autocannons, Chainsaw]
Gyrostabilizer II
Gyrostabilizer II

1MN MicroWarpdrive II
Warp Scrambler II
Medium Shield Extender II

200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
200mm AutoCannon II, EMP S
Small 'Gremlin' Power Core Disruptor I

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Projectile Burst Aerator I

The above fit should have no issues obliterating T1 frigate hulls, and many T2 frigates.

An alternate fit, using artillery, is also an option:

[Thrasher, Artillery, Mortar]
Micro Auxiliary Power Core I
Gyrostabilizer II

Catalyzed Cold-Gas I Arcjet Thrusters
J5 Prototype Warp Disruptor I
Medium Azeotropic Ward Salubrity I

250mm Light Artillery Cannon II, EMP S
250mm Light Artillery Cannon II, EMP S
250mm Light Artillery Cannon II, EMP S
250mm Light Artillery Cannon II, EMP S
250mm Light Artillery Cannon II, EMP S
250mm Light Artillery Cannon II, EMP S
250mm Light Artillery Cannon II, EMP S
Core Probe Launcher I, Core Scanner Probe I

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Hint: Group your guns for added scare factor. Seeing a massive chunk of HP vanishing very suddenly can cause a lot of pilots to panic and make mistakes. It also helps when negotiating ransoms.

The above fit is extremely tight on powergird, but is capable of one-shotting T1 frigates at range, as well as downing Assault Frigates, Interceptors and Stealth Bombers in a few shots. It excels at camping complexes, as if it can get the first shot off, it's probably already won.

Additional Images

Below are additional ships images. Click the image below for a larger version:

Minmatar Starships

Frigates Tech 1 Frigates: BurstSlasherVigilBreacherReaperRifterProbe | Faction Frigates: Republic Fleet Firetail
Tech 2 Assault Ships: WolfJaguar | Interceptors: StilettoClaw | Covert Ops: CheetahHound | Electronic Attack Ships: Hyena
Destroyers Tech 1 Destroyers: ThrasherTalwar
Tech 2 Interdictors: Sabre
Cruisers Tech 1 Cruisers: ScytheBellicoseStabberRupture | Faction Cruisers: Stabber Fleet IssueScythe Fleet Issue
Tech 2 Heavy Assault Ships: VagabondMuninn | Recon Ships: RapierHuginn | Heavy Interdictors: Broadsword | Logistics: Scimitar
Tech 3 Strategic Cruisers: Loki
Battlecruisers Tech 1 Combat Battlecruisers: CycloneHurricane | Attack Battlecruisers: Tornado | Faction Battlecruisers: Hurricane Fleet Issue
Tech 2 Command Ships: SleipnirClaymore
Battleships Tech 1 Battleships: TyphoonTempestMaelstrom | Faction Battleships: Typhoon Fleet IssueTempest Fleet IssueTempest Tribal Issue
Tech 2 Black Ops: Panther | Marauders: Vargur
Industrials Tech 1 Industrials: WreatheHoarderMammoth | Freighter: Fenrir
Tech 2 Transport Ships: Mastodon | Blockade Runners: Prowler | Jump Freighters: Nomad
Capitals Tech 1 Carrier: Nidhoggur | Dreadnought: Naglfar | Supercarrier: Hel | Titan: Ragnarok

Factions with unique Spacecraft

Amarr Empire Caldari State Gallente Federation Minmatar Republic Jove Empire Sisters of EVE Angel Cartel Blood Raider Covenant Guristas Pirates Sansha's Nation Serpentis Corporation