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Wormhole Rolling Guide

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Revision as of 12:29, 1 February 2025 by Dmoney3788 (talk | contribs)

What Is Wormhole "Rolling?"

If you have read the Eve University Wiki page on Wormholes, you will know that wormholes have five main characteristics:

  • The system type it spawns in (Source System, Ex. C2 Wormholes)
  • The system type it connects to (Target System, Ex. High-Security space)
  • Lifespan, (16 hours, 24 hours, etc.)
  • Maximum Mass Per Jump (62,000,000 kg, 375,000,000 kg, etc.)
  • Total Mass Limit (ex. 500,000,000 kg, 2,000,000,000 kg, etc.)

The last two, mass per jump and total mass limit are what is important to rolling wormholes. The basic idea of rolling a wormhole is that you repeatedly jump back and forth across a wormhole until the total mass you jumped across the wormhole exceeds the mass limit of the wormhole. When this happens the wormhole collapses, and ideally you will be on the correct side of the wormhole. If the wormhole is one of the static connections, a new wormhole will respawn within approximately 30 seconds of when the previous one collapsed. Wandering connections or K162's will not respawn when you collapse them. Thus, rolling off wandering wormholes is a good way to limit the number of connections to BP which increases the safety of our WH and it's structures and inhabitants inside.

How to Roll Wormholes in BP

In BP, there are primarily going to be these Wormhole types present:

BP Most Common Wormholes
Mass Limit Max Jump Mass Wormhole Type
2,000,000,000 kg 375,000,000 kg B274 (static), J-Space (C2/C3/C4/C6) to C2
500,000,000 kg 62,000,000 kg Z647 (static)
750,000,000 kg 375,000,000 kg R943
1,000,000,000 kg 375,000,000 kg D364

One thing not mentioned is all mass limits have a +/- 10% variance on them, so that adds an extra layer of complexity to wormhole rolling. The basic idea is you want to pick a ship with the right mass that allows you to complete an even number of jumps across the wormhole, which ensures you end up on the correct side. But due to the unknown variance in the total mass limit, you cannot be 100% certain you will end up on the right side unless you fit a propulsion module like an afterburner or a microwarpdrive. When these propulsion modules are activated, they add mass to your ship. This extra mass allows us to account for the variance in the mass limit. Jumping through a wormhole with a propulsion module enabled is known as a "hot" jump, where jumping with a propulsion module disabled is known as a "cold" jump.

BP WH Rolling Steps

The below table summarizes all the rolling steps for nearly every possible WH type in BP. To speed up rolling, ideally 4 accounts/ships would be used at once, especially for closing a fresh wormhole that leads to an inhabited system. However, 2 will work. With 2 accounts/ships, you will need to wait out a 5 minute polarization timer for most of these. A single account can roll as well, but this will take the most amount of time waiting out multiple polarization timers. Additionally, you would want to have a battleship and a sigil on hand for every account you keep in the wormhole, and you would want at least one account who can fly any HIC.

WH Rolling Steps For Known Fresh Wormholes
2,000,000,000 kg 500,000,000 kg 750,000,000 kg 1,000,000,000 kg
WH Type HS Static, Most Others C1 Static HS/LS/NS K162 C5 K162
Rolling Ship Battleship (4 Accts Max) Sigil/Cruiser (4 Accts Max) Battleship (2 Accts Max) Battleship (2 Accts Max)
1. 2 Cold Jumps 4 Hot Jumps 2 Cold Jumps 1 Cold Jump
2. 2 Hot Jumps 4 Hot Jumps 1 Cold Jump 1 Hot Jump
3a. Shrunk? Go To Step 1 Crit? Go to Step 4 1 Hot Jump Shrunk? Go To Step 1
3b. Not Shrunk? Go to Step 4 Not Shrunk? Go To Step 4
4. 4 Hot Jumps 1-2 HIC Jumps 2 Hot Jumps

As a reminder, the wormhole mass states can be determined by showing info on the wormhole:

Not Shrunk..."This wormhole has not yet had its stability significantly disrupted by ships passing through it" Shrunk..."This wormhole has had its stability reduced by ships passing through it, but not to a critical degree yet" Crit..."This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse"

Ship Fits

Battleship Fit

For battleships, a Praxis is by far the easiest to get into, but any battleship should be able to work. You will want to have approximately 200,000,000 kg mass. The below fit with the "Armor Layering" skill untrained has 202,000,000 kg mass cold, and 302,000,000 kg mass hot. If you have the Armor Layering skill trained, you will likely need to swap more of the low slots for more 1600mm plates. T2 plates add the most mass so if you also have the skills to use T2 plates that helps. outside of at least one propulsion module in the mid slots, you can fit whatever you like in them. The example fit adds shields but feel free to get creative for defensive purposes.

[Praxis, WH Roller]

1600mm Rolled Tungsten Compact Plates

1600mm Rolled Tungsten Compact Plates

1600mm Rolled Tungsten Compact Plates

1600mm Rolled Tungsten Compact Plates

IFFA Compact Damage Control

Inertial Stabilizers II

Inertial Stabilizers II


500MN Y-T8 Compact Microwarpdrive

100MN Y-S8 Compact Afterburner

Large F-S9 Regolith Compact Shield Extender

Large F-S9 Regolith Compact Shield Extender

Large F-S9 Regolith Compact Shield Extender

Enduring Multispectrum Shield Hardener

Enduring Multispectrum Shield Hardener


Improved Cloaking Device II

Sisters Core Probe Launcher, Sisters Core Scanner Probe

[Empty High slot]

[Empty High slot]

[Empty High slot]

[Empty High slot]

[Empty High slot]


Large Hyperspatial Velocity Optimizer I

Large Hyperspatial Velocity Optimizer I

Large Higgs Anchor I


Sigil Fit

This sigil fit has a cold mass of 11,000,000 kg and a hot mass of 61,000,000 kg. For rolling C1 wormholes, it's hard to find a cheaper ship that fits under the 62,000,000 kg mass limit. However, any ship that has a cold mass of 12,000,000 kg or less and can fit a 100mn Afterburner can be used instead. Some cruisers should be able to achieve this.

[Sigil, Sigil fit]

Mark I Compact Reactor Control Unit

Mark I Compact Reactor Control Unit

Mark I Compact Reactor Control Unit

Mark I Compact Reactor Control Unit

Mark I Compact Reactor Control Unit

Mark I Compact Reactor Control Unit


100MN Y-S8 Compact Afterburner

Eutectic Compact Cap Recharger

Eutectic Compact Cap Recharger utectic Compact Cap Recharger


Improved Cloaking Device II

Core Probe Launcher I, Sisters Core Scanner Probe


Medium Ancillary Current Router I

Medium Ancillary Current Router I

[Empty Rig slot]


HIC Fit

HICs have access to a unique module, known as the Zero-Point Mass Entangler. This module significantly reduces the mass of the HIC, and you can fit multiple ZPME's in the high slots to stack the effect. Because of this, HICs have a somewhat selectable mass that can range from frigate mass to battleship mass, which makes HICs the ultimate "fixers" when something went wrong with rolling. However, for C1 wormholes, under normal rolling procedures, there is approximately a 50/50 chance you will need to use a HIC to collapse the C1 static. Why? The maximum jump mass of C1's is low so with 8 hot jumps at the max jump mass, you end up just shy of the base mass limit of the wormholes of 500,000,000 kg. However, because every wormhole has a mass variance within 10% of the base mass, this means all C1 wormholes fall between 450,000,000 kg and 550,000,000 kg. Because of this, a HIC comes in handy to be able to finish rolling the C1 statics.

Here's a Devoter fit, but any of the HICs will work:

[Devoter, Devoter fit]


1600mm Rolled Tungsten Compact Plates

1600mm Rolled Tungsten Compact Plates

Damage Control II

Reactive Armor Hardener

Mark I Compact Power Diagnostic System

Co-Processor II

Inertial Stabilizers II


100MN Y-S8 Compact Afterburner

Eutectic Compact Cap Recharger

Eutectic Compact Cap Recharger


Zero-Point Mass Entangler

Zero-Point Mass Entangler

Zero-Point Mass Entangler

Pitfall Compact Warp Disruption Field Generator

Prototype Cloaking Device I

Sisters Core Probe Launcher, Sisters Core Scanner Probe


Medium Higgs Anchor I

Medium Ancillary Current Router II


This fit cold + all ZPME's active (lets call this "skinny") is only around 1,500,000 kg of mass, which is similar to exploration frigates! Hot with 0 ZPME's is approximately 150,000,000 kg! This is clearly too big to fit through a C1 wormhole, so here's the combination: Hot + 1 ZPME active is approximately 30,000,000 kg mass, or half the jump mass of the C1.


HIC Jumping aka Threading the Needle

For normal C1 rolling, or in the event something went wrong with rolling other wormholes and you see the wormhole is crit, being able to close it off with a HIC is vital to ensuring you don't get stranded on the wrong side of the wormhole. This technique has been dubbed "threading the needle", although in the rolling table summary I just call it "HIC Jumps". There is no purpose to using HICs except to finish off crit wormholes, so a "HIC Jump" or "Threading the needle" is really 2 jumps, which allows you to leave and return while hopefully collapsing the wormhole in one round trip.

  1. Jump out skinny, aka cold with all ZPMEs active. This ensures you probably won't collapse the wormhole on your outbound jump
  2. Jump back hot. Even if there is only 1 kg of mass left on a WH, a 150,000,000 kg ship can complete the jump. For C1's you have to do Hot with 1 ZPME active to stay under the C1 mass limit.