Firstly, here are skills and modules which affect time to warp.
Instawarp ships are those which enter warp in under 2 seconds. They avoid most tacklers but can be caught by hyper- or ultralockersspecialist tacklers with very high scan resolution and proximity to London (or by bubbles, but they're another topic entirely).
Subsecond ships, which, er, enter warp in under 1 second, can always escape hyperlockers in these (non-bubble-involving) situations:
  1. they warp from under jump cloak
  2. they warp out of the tether provided by a structure
  3. they undock from a stationa dockable entity owned by an NPC corporation and warp to a destination no more than ~15 degrees from their undock vector before their 30-second Location Change Timer expires

In this situation, anecdotal evidence suggests most ships can reliably avoid hyperlockers, but I don't know of any conclusive proof/disproof:
  1. they either activate a covert cloak in their decloak tick or correctly use the cloak-MWD trick on a hull which can actually do itsome slow-aligning ships (~10s+) are unable to use
    the trick even with agility-improving mods/rigs/drugs
  2. anecdotally: I bypassed inveterate hyperlocker Yasaro 20+ times with a covert cloak, but they caught me twice in an instawarping interceptor (evidence of hyperlocking)

However, subsecond ships cannot always escape hyperlockers in these situations:
  1. they undock, stop their shipControl + Space, by default, come to a halt, then warp off (2014 evidence, 2022 evidence, discussion)
  2. they warp to a grid, slow to a halt, then warp off
  3. they leave a ship—either in a subsecond frigate or in a podaka capsule, the egg-shaped ship your pilot's in if not in a ship, either manually (via ejecting) or because it was destroyed—then warp off

In this situation, I assume—given the logic of the above—that subsecond ships cannot reliably avoid hyperlockers, but I dunno if this could be conclusively proven or disproven:
  1. they have no undock invulnerability but are doing 75% or higher of max velocity and activate warp to a destination within 15 degrees of their current alignment

Here are the three cheapest subsecond fits I know, at ~110, ~230 and ~260 million ISK (drugged, implantless and undrugged, respectively) as of August 2024.

These ships can go subsecond. There may be more! Pods are also subsecond, but unlike all the below, they're always subsecond regardless of velocity, trajectory, or pilot skills.
These all need at least Inertial Stabilizers (usually faction) and either an EM-70[X] implant or Quafe Zero Green Apple, if not both. Most also need Nomad implants and maybe Low-Friction Nozzle Joints:
  1. Astero—covert cloakycan fit a Covert Ops cloak, which can be activated during warp
  2. Atron
  3. Chremoas—covert cloaky, nullican fit an Interdiction Nullifier, which allows temporary bypassing of interdiction bubbles, SESpecial Edition, a ship rewarded by CCP in small numbers, sells for at least twelve figures
  4. Damavik
  5. Daredevil
  6. Dramiel
  7. Federation Navy Comet
  8. Hecate
  9. Hydra—covert cloaky, nulli, SE
  10. Imp—nulli, SE
  11. Jackdaw—a fit near the bottom of this page is likely the best low-volume subsecond hauler/taxi for HS/LS
  12. Metamorphosis—covert cloaky
  13. Nergal
  14. Raiju—SE

These can go subsecond but require Halcyon G, which is no longer readily available, or a one-per-character account-bound AIR boosterAIR Agility Booster II, given once to any character which makes 100 stargate jumps, or a limited-time agility-boosting event drug:
  1. Ares—nulli
  2. Executioner
  3. Garmur
  4. Geri—SE
  5. Gold Magnate—SE
  6. Imperial Navy Slicer
  7. Malice—SE
  8. Silver Magnate—SE


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