Faction Damage to deal Damage to resist ------------------ ----------------- ---------------------------- Angel Cartel Explosive / Kinetic Explosive (62%) / Kinetic (22%) Blood Raiders EM / Thermal EM (50%) / Thermal (48% Guristas Kinetic / Thermal Kinetic (79%) / Thermal (18%) Mordu's Legion Kinetic / EM Kinetic (70%) / Thermal (30%) Sansha's Nation EM / Thermal EM (53%) / Thermal (47%) Serpentis Kinetic / Thermal Thermal (55%) / Kinetic (45%) Equilibrium of Mankind Kinetic Kinetic (74%) / Thermal (26%) Khanid EM / Thermal Thermal / EM Mercenaries Kinetic / Thermal Kinetic / Thermal Amarr Empire EM / Thermal EM (47%) / Thermal (42%) Caldari State Kinetic / Thermal Kinetic (51%) / Thermal (48%)
Class 1 = (Faction) Hideaway or Drone Cluster (easiest) Class 2 = (Faction) Burrow or Drone Collection Class 3 = (Faction) Refuge or Drone Assembly Class 4 = (Faction) Den or Drone Gathering Class 5 = (Faction) Yard or Drone Surveillance Class 6 = (Faction) Rally Point or Drone Mena Class 7 = (Faction) Port or Drone Herd Class 8 = (Faction) Hub or Drone Squad Class 9 = (Faction) Haven or Drone Patrol Class 10 = (Faction) Sanctum or Drone Horde (hardest)
Wormhole Gate collapse times not yet begun more than 24 hours beginning to decay between 24 and 4 hours reaching the end less than 4 hours on the verge 90% mass