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Mobile Warp Disruptors


Mobile Warp Disruptors (more commonly referred to as a Bubble) are anchorable objects that interfere with warping. If a ship is within the radius of the Bubble it cannot enter warp. Also if a ship happens to warp inline with a Bubble its path of travel will be altered to terminate just inside the edge of the Bubble nearest the direction from which the ship came. There are several types of Bubbles, all are detailed in the table below along with some basic characteristics and skill requirements needed to use them.

This article is credited to the Goon Wiki with some minor updates to format the table correctly and update it to account for Heavy Interdictors which were not around when the article was originally written.

Radius(km) Anchor Time(min) Anchoring Propulsion Jamming Volume (m3)
Mobile Small Warp Disruptor I 5 2 2 3 65
Mobile Small Warp Disruptor II 7.5 1 3 5 65
Mobile Medium Warp Disruptor I 11 4 3 4 195
Mobile Medium Warp Disruptor II 17 2 4 5 195
Heavy Interdictor 20(1) (2) N/A 5 5
Interdictor 20 (3) N/A 5 5
Mobile Large Warp Disruptor I 26 8 4 5 585
Mobile Large Warp Disruptor II 40 4 5 5 585
  1. The maximum range of the Heavy Interdictor bubble is determined by the pilot's Heavy Interdictors skill level. The range varies from 16.8km @ Heavy Interdictors I up to 20km for Heavy Interdictors V.
  2. Heavy Interdictor bubbles are generated by the Warp Disruption Field Generator I module which has a cycle time of 30 seconds.
  3. Interdictor bubbles deploy instantly but only last for 2 minutes and can only be deployed by an Interdictor fitted with an Interdiction Sphere Launcher I module.


If a player's warp vector is within the effect radius of the bubble, the player's ship will exit warp a few hundred meters inside the leading edge of the bubble's field provided that the bubble was anchored on the exit location's grid prior to the player initiating warp. The same is true for Interdictor and Heavy Interdictor bubbles.


  • If a player warps towards an off-grid object and the bubble is in front of them, the bubble will not stop their warp.
  • Inline bubbles are mostly intended to prevent ships from warping directly to an object, not from warping out of a location.
  • Bubbles have no effect on ships in warp if dropped inline between 2 objects. (ex: a safe spot between two gates)
  • Due to slight variations in warp vectors a bubble which is placed sub-optimally may not catch all ships. That is why it is important to have a gang member proof a bubble placement to avoid the embarrassment of watching a valuable target escape because of an improperly placed inline bubble.

Warp Bubble Deployment

You should know what these mean: The big red dot in the following illustrations is the point where ships will fall out of warp due to the bubble.

The dark grey circle 'Gate (= 0 m)' is a sphere in space where the distance to your ship is displayed as 0 meters. The diameter is 5 km for regular gates, 6 km for Wormholes and 14 km for regional gates (see below).It's drawn to scale It's not possible to anchor anything inside the sphere where the distance to the gate is displayed as less than 5 km. If you jump through a gate (distance varies at wormholes) distance to the gate will always be displayed as 12 km.


A good position for a small bubble that catches ships warping in from one direction:

  • It's a drag bubble that enables a tackler to stay between the bubble and the gate and cover both jump-in and warp-in with a Warp Disruptor.
  • This also means that an interdictor can bubble the gate to place someone burning for the gate right in his bubble.
  • If more than one tackler with a warp scrambler (that shuts off MWD) is present put one near the bubble and one near the gate.
  • You could place it a lot farther behind the gate, but you would have to spread out your tacklers.

  • The enemy will laugh at you jumping in and out of the system, the only ships you will catch will be mining barges.

Medium (and Interdictor)

  • This will catch ships (warping from the left) at about 14 km from the jump out point; and a few ships jumping in (a guess: 15%).
  • To get a drag bubble: put it 31 km behind the gate

  • This will catch ships (warping in from the left) at about 22 km from the jump out point; and some ships jumping in (a guess: 35%).
  • To get a drag bubble: put it 37 km behind the gate.

  • This will catch ships at about 22.5 km (about 13km 'vertically') from the jump out point; and about half the ships jumping in (a guess: 75%).

  • These will put ships warping in at least 20 km away from the jump out point.
  • The bubbles won't catch everyone jumping, but you have a really good chance to get some kills.
  • There is a small error in this drawing

  • Will catch all ships jumping in, shortest distance out of the bubble is 3 km.

  • Will catch all ships jumping in, shortest distance out of the bubble is 5.5 km.


  • Shortest distance out of the bubble from jump in: xx km
  • Shortest distance to jump out: xx km

  • Shortest distance out of the bubble from jump in: xx km
  • Shortest distance to jump out: xx km

Regional Gates

The problem with bubbling regional gates is that they have a diameter of 14 km instead of 5 km for regular gates.
take a look at some more illustrations:

  • The usual situation, you won't catch half of the ships jumping in.

  • This will catch everything but is difficult to set up in time (and not every gate allows you to get right in the center), and ships jumping in only have to go 0.5 km to get out of the bubble.

  • Even 2 interdictor bubbles placed on opposite sides of the gate won't catch everything.

  • Using 2 tech II medium bubbles isn't really working either.

  • You'll need 2* tech I large bubbles to cover a regional gate.

POS and Outpost (stations)

A large POS has a '0 meter' diameter of 7 km, you can anchor at 35 km (green line).
The blue line reprensents the POS shield.

  • This doesn't work anymore since the decrease in bubble size.

  • You would need 6 large tech 2 bubbles to cover the whole POS. (so no one can warp or cyno out)

A Gallente Administrative Outpost (the one in HM-X for example) has a '0 meter' diameter of 54 km:

  • You'll need at least 6 bubbles to make it impossible to warp into docking rage from any direction.
  • Putting one large (even tech I) bubble on the undock should be enough to camp them inside station.
  • NPC stations (like PR-) and conquerable outposts (in NOL) are much bigger, you'll need even more bubbles:

(click for large)

Using one bubble to cover multiple entry vectors

  • Especially medium bubbles enable you to cover more than one direction.
  • You need a good spatial understanding to place it at the right spot.

  • This is easier to set up than the next one.

  • This covers less than the first one, better because it drags ships away from the gate.

Double Stop Bubbles

  • Traps ships in the center of a larger bubble
  • Shortest distance out of the bubble: 40 km if a Tech 2 Large is used
  • Difficult, and less useful, to properly set up behind gates

Originator's video tutorial
A faster method that requires less cargo space. With practice only 2 bubbles are needed and both can be dropped and anchored at the same time.

Ensuring Your Bubble is Aligned

For a lot of people it can be hard to tell if your bubble is aligned to catch ships or pods warping in. Use these pic examples to ensure your t1 small (or any size) is aligned. Use the gate's,celestial's, and your ship's icon when aligning a bubble. You can catch anything warping in from the aligned celestial out to 100k from in front or behind a gate.

I want to align my bubble to catch warp ins from this JB moon (gate,station,etc.)

After some manual flying, my ship's icon is aligned in between the gate's icon and the celestial's icon. Here is where I want to press the launch button. This can also be done if the gate's icon is between the celestial and your ship's icon for sucking warpins past the gate. The view is taken by looking at the gate then holding left click to align all the icons.

Here is an angled view

This is the finished product of what a properly aligned bubble should look like. I launched the bubble after ensuring my ship was aligned.

This is an example of what happens when you simply warp to the gate from the celestial and press launch. Ever wonder why inties and pods keep getting past you? Don't do this. Take the time to align your bubble so you can catch anything that warps in.

Catching Cloaked Ships

Ships with Covert ops cloaks (Covert Ops, Stealth Bombers, Force Recons, and Blockade Runners) can warp while cloaked, and even if they get caught in a warp bubble they'll remain cloaked unless you decloak them by getting within 2km of them. When the bubble goes up, warp to the spot (gate, station, planet, etc.) your target will come from, then warp back. You should get caught in the bubble (if not: it's not working!), jettison something into a can. You are now sitting at the spot where cloaked ships (coming from the same direction as you) will drop out of warp, they will be decloaked by the can. The can (or corpses or drones) will also keep them from recloaking so you can actually target, tackle, and kill them!

Other Useful Information

  • If you use anchor for self only you can unanchor it. If you anchor for corp anyone in your corporation with the proper role (should be anyone) can unanchor the bubble when it is time to do so.
  • Sniping Battleships and Stealth Bombers will often attempt to blow up warp bubbles.
  • You will get on the killmail if someone tries to warp inside your bubble and dies (even yourself).
  • A very fast (not very good) way to find a place for a bubble: warp from the source to the target at 20km (for a small bubble) and anchor right there.

Additional Reading

eve/pvp/electronic_warfare/warp_disruption_fields/mobile_warp_disruptors.txt · Last modified: 2019/01/18 16:04 by Theoriginalamam