Basics – Ship Fitting

Ship fitting in EVE Online is the art (and science) of equipping your ship with modules, rigs, and ammunition to achieve a specific purpose—combat, mining, exploration, hauling, or support. A good fit can make the difference between victory and a quick trip back to your home station in a pod.


1. Core Concepts of Fitting

Every ship has a few key limits you must manage when fitting:

  • Powergrid (PG): Think of it as the ship’s “strength.” Big weapons and armor plates consume lots of powergrid.
  • CPU: The ship’s “brainpower.” Electronic modules like shield boosters, ewar, or propulsion mods eat CPU.
  • Slots: Ships have high, mid, low, and rig slots. Each module fits in one slot type only.
  • Calibration: A limit on rigs (special permanent ship upgrades).
  • Capacitor (Cap): Your ship’s energy pool. Many modules require capacitor to run. A fit that “caps out” too quickly is useless.

2. Slot Breakdown

  • High Slots: Usually weapons (turrets, missile launchers, drones) or utility (salvagers, cloaks, energy neutralizers).
  • Mid Slots: Shields, propulsion modules (Afterburners, Microwarpdrives), electronic warfare (scrams, webs, target painters).
  • Low Slots: Armor, damage mods (e.g., Gyrostabilizers, Heat Sinks), capacitor modules.
  • Rig Slots: Permanent bonuses that improve aspects of your ship (tank, capacitor, weapons).

3. The “Holy Trinity” of Fits

When fitting, most ships focus on balancing three core aspects:

  1. Tank – How your ship survives damage.
    • Shield tanking uses mid slots.
    • Armor tanking uses low slots.
    • Hull tanking (rare, niche, usually a meme).
  2. DPS (Damage Per Second) – How quickly you can destroy targets.
    • More DPS = shorter fights, which reduces the damage you take.
  3. Mobility – How fast you move and how well you can dictate range.
    • Includes propulsion (AB/MWD), warp scramblers/disruptors (tackle), and agility.

Rule of thumb: Never try to max all three at once—pick two. Example:

  • PvP frigates often go DPS + Mobility.
  • PvE mission ships often go Tank + DPS.

4. PvE vs. PvP Fitting

  • PvE Fits:
    • Focus on sustainable tank (you’ll take consistent damage).
    • Emphasize cap stability so your repair modules never run out of juice.
    • Don’t worry too much about warp scramblers or tackle.
  • PvP Fits:
    • Focus on burst damage and control (webs, scrams, neuts).
    • Cap stability is less important—fights are usually short.
    • Expect to lose ships. Always fly what you can afford to lose.

5. Fitting Tools & Rules of Thumb

  • Use the In-Game Fitting Tool – It shows PG, CPU, capacitor stability, tank, DPS, and speed.
  • Third-Party Tools – Programs like Pyfa or websites like EVE Workbench are excellent for theorycrafting.
  • “Don’t Mix Guns” Rule – Always fit the same weapon type to maximize effectiveness.
  • Don’t Overspread – Ships are designed with a purpose. A mining barge isn’t a combat ship, and a frigate won’t tank like a battleship.
  • Buffer vs. Active Tank
    • Buffer tank = lots of raw HP (good in PvP, fleets).
    • Active tank = repair modules to stay alive (good in PvE, solo play).

6. Example Fits

PvE Example: Level 2 Mission Frigate (Rifter)

  • High: 3x 200mm Autocannons
  • Mid: Afterburner, Shield Booster, Cap Recharger
  • Low: Gyrostabilizer, Shield Power Relay
  • Rigs: Projectile Burst Aerator, Core Defense Field Purger

PvP Example: Tackle Frigate (Tristan)

  • High: 2x Light Neutron Blasters, 1x Small Energy Neutralizer
  • Mid: Warp Scrambler, Stasis Webifier, Afterburner
  • Low: Damage Control, Small Armor Repairer, Adaptive Nano Plating
  • Rigs: Small Trimark Armor Pump x3
  • Carry light drones for DPS

7. Golden Tips

  • Always check the ship’s bonuses—they tell you how it wants to be fit.
  • Fit for a role, not for “all-around use.”
  • In PvP, assume your ship will be destroyed—plan accordingly.
  • Ask for doctrine fits if flying in a corporation/fleet.
  • Don’t be afraid to experiment—fitting is half the fun of EVE.