J Space Combat Sites Overview
This section is based heavily on the original guide created, maintained, and updated by Rykki, Karr, Nolak, and Grubu, with JSON data formatting credited to Johiah. We have modified and added to these resources to fit our operational needs.
These strategies represent personal preferences for running these sites. In some places, efficiency and speed are knowingly sacrificed in exchange for consistency and lower Actions Per Minute (APM).
Site Organization & Terminology
Signatures and anomalies in this database are sorted first by Wormhole Class, then by type (Anomaly -> Relic Signature -> Data Signature), and finally in alphabetical order.
When reviewing the site data tables, note the following definitions for Sleeper movement:
- Speed: This refers to how fast the Sleeper rats can move while under the effects of a propulsion module.
- Velocity: This refers to the speed they usually travel at once they have reached their preferred orbiting distance.
General Rule for Marauders: For relatively simple setups like Marauders, detailed site guides are not always necessary; simply ensure you do not shoot triggers early unless you know exactly what you are doing.
High-Class Mechanics: Drifters & Avengers
Operating in Class 5 and Class 6 wormholes introduces Escalation Battleships.You must understand these mechanics before dropping capital ships into a site.
Drifter Battleships
- Spawning: One Drifter Battleship will spawn when you activate any offensive module on the Decloaked Transmission Relay that appears at the end of each combat anomaly in Class 5 and Class 6 systems.
- Response Variant Requirements: To get the higher-paying Response Variant, a Capital Ship must be present prior to the second wave spawning. The capital must remain within 100km of the warpin point until the Drifter Response Battleship has spawned.
- Tackle Mechanics: Both Drifter variants possess 3 points of Warp Stability. This means you must apply four points of warp disruption to hold them on grid.
- Fleeing Behavior: The Drifter will make one attempt to warp off the grid when it reaches between 15% and 35% armor.
- Drifter Recon: Yields 100,000,000 ISK in Blue Loot.
- Drifter Response: Yields 300,000,000 ISK in Blue Loot.
Upgraded Avengers
- Spawning: Upgraded Avenger Battleships will instantly spawn the moment the first Capital Ship lands within 100km of the warpin point of any combat anomaly or signature in Class 5 and 6 space.
- Class 5 Spawns: Dropping a capital will spawn three Upgraded Avengers.
- Class 6 Spawns: Dropping a capital will spawn four Upgraded Avengers.
- Despawn Mechanics: Any Upgraded Avenger will despawn if the Capital Ship(s) leave the site or if they stray further than 100km from the warpin point.
- Avenger Payout: Yields 50,000,000 ISK in Blue Loot per battleship.
Site Data Directories
(Click below to view the specific wave breakdowns and triggers for each class of wormhole space)
- Class 1 Combat Sites
- Class 2 Combat Sites
- Class 3 Combat Sites NOT WORKING
- Class 4 Combat Sites NOT WORKING
- Class 5 Combat Sites
- Class 6 Combat Sites NOT WORKING