Logbook entry

NEW PIRATE INITIATIVE: PVP BUILDS

30 Jun 2021IXXX



PVP COMBAT SHIP BUILDS


UPDATED: DEC 2: Added Ixian Dakkapacicorrosidispcandragfrag Vette. JULY 17: Added TLDR FDL build reccomendations. JULY 16: Separated builds into rows. Added corrected builds for Metalance, Raildelance, Dakkalance,, Pacidakkacutter, Pacidakkaconda. JULY 10: Added Pacipython. Added Krait MkII.

PVP combat requires an understanding of PVP build archetypes and demands the very best in ship loadouts, engineering and tactics to get the most out of the ship builds.
  1. PVP SHIP ARCHETYPES: The common categories of PVP builds that exist.
  2. PVP SHIP BUILDS: Some popular "meta" PVP builds that are proven effective for particular purposes.
  3. PVP ENGINEERING: How to engineer modules for PVP combat, explaining why the PVP builds work so you can come up with your own.

TLDR: What should you build first?


For PVP combat, start by building a Fer-de-lance with Dakkalance and Metalance hardpoints.
  • Having the same chassis with several different hardpoint builds gives you options to try.
  • Dakkalance is an easy gimbled starting build also easy for PVE.
  • Metalance is a swappable fixed hardpoint set to train with until you get PA aim down and master it.

PVP COMBAT SHIP ARCHETYPES


The combat archetypes are build styles with multiple builds that fit the archetypes.

ArchetypeDescriptionExamples
Fighter Versatile, large shields, nimble, so you can stay in combat for a long time without having to repair between engagements. FDL, Chieftain, Python, Krait MkII, Viper III/IV, Vulture
1v1 Hunter A very strong striking force characterizes them as well as excellent defenses. The engagements are relatively short. Outmaneuver your targets and be untouchable while inflicting great damage.
Fer de Lance, Mamba, Chieftain, Viper MkIII, iCourier
Wing Hunter Wing hunters tend to do support damage and weapon effects or module sniping useful in wing fights but to suffer with DPS in 1v1s. Eg. Hitscan Cutter, Raildelance Fer de Lance, Mamba, Chieftain, Viper MkIII, iCourier
Interceptor Equipped for the interception of targets in supercruise and to outrun fast ships to stop them from escaping, they generally have weapons inflicting colossal damage at the cost of a great consumption of energy. Easily catch your targets and make hit & run maneuvers with Alpha strikes. Disrupt their drives or FSD so they can't escape. Mamba, Chieftain, Clipper
Shield Tank A ship with the highest shield values and shield cell banks in order to absorb a lot of damage during a long fight. Exhaust the opponent and destroy their morale while inflicting constant damage. impCutter, FedCorvette, FedGunship, Anaconda
Hull Tank A ship with the highest armor & fast-charge bi-weave shields values in order to look vulnerable and draw focus in a wing fight. Watch out for module sniping though as your hull can't protect you from power plant or drive snipes. FedGunship, Anaconda or impCutter
Reversky Flies backwards FA off while shooting long-range weapons at pursuers and boosting away if they catch up. Considered amongst the most annoying PVP builds. Many people will give up fighting you at all once they understand the futility. Krait Phantom, Mamba
Stealth The goal is to be invisible to the eyes of the enemy on the radar or direct visual. Hit a target without being spotted and to make locking on you very difficult. Little seen as night vision makes it possible for fixed weapons to still hit you. Eagle MkII, Viper III or IV, Krait Phantom, Diamondback Scout or FedAssaultShip
Missile Equip your ship with various effects on your torpedoes and missiles in order to break the target’s shield generator, destabilize its FSD and inflict significant damage. Needs as many Class 2 and Class 1 hardpoints as possible to equip torpedoes and missiles. Cobra MkIV, Asp Explorer or Type 10
Mine The little brother to the torpedo missile boat. Equip your ship with various effects on your mines in order to break the target’s shield generator, destabilize its FSD and inflict significant damage. Requires high capacity engineering and synthing ammo to sustain fire in long fights. Enemy has to fall for the trap by straight lining to give you a chance to hit. Works well with stealth/hull builds to hide. Dolphin, Cobra MkIV, Asp Explorer or Type 10
Cargo Pirate Cargo pirate ships are combat ships designed to steal cargo from traders and miners, sacrificing some combat modules to use Hatchbreaker and Collector Limpet Controllers to fill cargo racks with stolen goods. Python, Anaconda, Corvette, Cutter
Support Utility Equipped with modules such as Drones for Repairs, Decontaminations or even Lasers with experimental effects of regeneration / reconstitution of shields. Support your team with modules and weapons. Support ships are used to protect weaker ships in PVE and defensively against potential PVP attackers and in all-out open warfare by some PVP groups. However, many PVP groups mutually abstain from using healing beams to prevent a stalemate unless they face a foe that uses them first. Keelback, Krait Phantom, fDropship or iCutter


PVP SHIP BUILD LIST


Each PVP build uses a certain loadout of hardpoints and module engineering designed around it for a particular archetype, tactical purpose and flight style.

SHIP BUILDS SIZE ROLE DESCRIPTION DISCOUNT BUY FITTED
Fer-De-Lance Metalance Medium PVP Hunter King of PVP. Preferred ship of most PVP pilots for its all-around combination of speed, maneuver, shield strength, damage potential, and general ability to beat nearly every other kind of ship in a skilled 1v1. 1 huge and 2 medium Efficient Thermal Conduit Plasma Accelerators to sustain high rate of fire at consistent 130%+ heat to get 30% damage boost. 2 medium long range rail guns, 1 feedback cascade to cancel cell banks and 1 super penetrator to target modules like drives, power plant and canopy and for long range sniping damage. 1 heat sink to double bank each use of 2 4A fast charge recycling SCBs for quick joust passes. Ix (Scully-Power) 51M 148M
Fer-De-Lance Plasmalance Medium PVP Hunter Plasmalance uses just 5 PAs with no rails to try to brute force damage foes without any SCB cancels. Ix (Scully-Power 51M 148M
Fer-De-Lance Dakkalance Medium PVP Hunter / PVE Bounty Hunter Dakkalance is a good PVE/PVP hybrid and training ship before mastering full fixed PAs and rails on the Metalance build. Swap hardpoints between the two builds easily depending on the job. 4 multicannons instead of PAs makes for sustained time on target damage. Lock on and let the gimbles do the tracking or try a fixed variant if you get good at aiming fixed multis for extra damage. Ix (Scully-Power) 51M 148M
Fer-De-Lance Fraglance Medium PVP Hunter/Interceptor Fraglance relies on gimbled frag rather than PAs as a more forgiving short range jousting setup. Works as an intermediary step to getting used to jousting before mastering PAs. More fun builds to explore: 6 Booster, 1v1 5PA Plasmalance, Wingfight Short Range Blaster RailDeLance (4RG short range 3 superpen 1 feedback cascade, 1MC corrosive ) Ix (Scully-Power) 51M 148M
Fer-De-Lance SRBRailDeLance, League SRBRailldelance Medium PVP Wing Hunter ShortRangeBlasterRailDeLance uses a 4A corrosive overcharged multicannon and 4 short range blaster size 2 rails with 3 superpen and 1 feedback cascade. It excels at wing support damage against enemies not jousting with you as a constant source of damage supporting a plasma damager wingmate. Ix (Scully-Power) 51M 202M
Mamba Frag Mamba Interceptor Medium PVP Interceptor / PVE Bounty Hunter King of ganking. A champion speedster and speedrunner of unprepared targets with massively converged frag damage jousts that will shred anyone you can stay close to. Gimble frag is a good intermediary between gimble multis and more precise fixed plasmas because you still joust and learn to hit on the pass. Once you've got the hang of it, you're ready to master the precision of plasma. 51M 103M
Alliance Chieftain Metachieftain Hull Tank Medium Hunter The Chieftain ranks as #2 PVP dogfighter with its superior lateral thrust maneuver for orbiting, lagging only behind the FDL's greater boost speeds and shields but it can hold its own against most ships. See Exigious' Chieftain video tutorial. 19M 108M
Krait MkII Metakrait Shield Tank Medium Hunter The Krait MkII has a slower rotational speed than the FDL, Chieftain or Federal Assault Ship, making perhaps #4 dogfighter. It is less able to dogfight skilled pilots in those tight-turning ships, but it can hold its own in PVP against many foes and has great PVE build variants with its fighter bay. 45M 151M
Python Quidd's Pacipython Medium Shield Tank Hunter The Pacipython uses 3 pacifiers (or gimbled frags if you lack the Powerplay weapon) to shell out alpha strike damage up close while continuously hot banking shield regeneration from 3 class 6 SCBs. It can counter a Metalance by outlasting it provided that you can keep the DPS pressure up the whole time. 55M 285M
Krait Phantom Reversky Phantom Medium Reversky You probably use a PVE Jump Phantom to jump around doing farming and ground missions, but the Phantom can also make a mean Reversky build with long range weapons designed to sap an enemy's will to fight while flying backwards. 37M 102M
Federal Assault Ship Meta Federal Assault Ship Medium Fighter FAS hasn't been meta for a while but it is still a strong PVP ship with its own flight style to challenge the Meta FDL and Chieftain and Krait. 37M 116M
Anaconda Pacidakkaconda Large PVE Bounty Hunter/PVP Hull Tank Building a Pacidakkaconda is a good way to start with large ship engineering from Todd The Blaster using multi-cannons and rail guns. Substitute multicannons or gimbled frag for the Pacifiers until you get Pacifiers unlocked from PowerPlay pledging to Zachary Hudson (after you take care of Aisling Duval prismos first that is). 146M 646M
Anaconda Deathstarconda Large PVP Hunter A Deathstarconda build is a giant cannon for taking out a target. It is hilarious to fire all that laser damage while you burn through heat sinks and it is one of the ultimate glass cannon builds to nuke with in wing fights. 146M 546M
Federal Corvette Pelley Multivette Large PVE Bounty Hunter/PVP Shield Tank Pelley's Multivette build dominates large ship 1v1s with massive sustained fire from huge multicannons plus all the other PVP staples of frag/pacifier, 2 rails/hammers and nasty special effect drag/dispersal turrets. REQUIRES REAR ADMIRAL FED RANK. 187M 736M
Federal Corvette Ixian Dakkapacicorosidispdrag Vette Large PVE Bounty Hunter/PVP Shield Tank Ixian modification of Pelley's Multivette build. Read the full build writeup in IXXX's hangar page. A beast at PVE and PVP alike with massive sustained fire from huge multicannons plus all the other PVP staples of frag, rails and nasty special effect drag/dispersal/corrosive turrets. REQUIRES REAR ADMIRAL FED RANK. 187M 736M
Imperial Cutter Pacidakkacutter Large PVP Shield Tank Cutters are the fastest boosting heaviest shielded large ships and they excel at tanking in wing fights while providing damage and support. The PaciDakkaCutter uses sustained Multicannon dakka plus jousting pacifiers to beat down large and medium ships alike and provide excellent sustained damage in a wingfight. Rails to cancel banks and draghounds to slow enemies down and module snipe drives after shields drop. 250M 1073M
Federal Gunship Missiletorp Gunship Large Missile Missile and torpedo boat that relies on hull and stealth to evade while blasting shield generators with reverb and then module sniping drives and powerplants with packhounds. 34M 177M
Vulture Exegius Engineered PVP Phasing Vulture Small Fighter Vultures are tiny but awesome PVP ships that can outmaneuver and defeat many larger ships and an unengineered Vulture is a great ship to learn how to fly in. 5M 34M


SMALL PVP SHIP BUILDS


Small ships are at a bit of a disadvantage in tankiness and DPS versus medium and large ships, but they make up for it in the cheap rebuy disparity versus the cost to your foe if you win and their maneuverability and speed potential can make for a very difficult to deal with threat especially against slower large ships.

Viper MKIII


Vipers are very speedy small fighter craft, making excellent stealth mine ships for harassment of larger ships.



Vulture


Vultures are very capable small fighter craft.


An Unengineered Vulture is a good flight training ship to do low-level PVE and PVP practice training to get the hang of flying by surviving through maneuvering behind enemy blind spots.

There are some videos on how to set up a good PVP Engineered vulture:



MEDIUM PVP SHIP BUILDS


Medium ships dominate PVP combat for the most part because large ship fights take longer and often result in stalemates.
Any serious PVPer should work on a medium ship build such as the dominant Fer-De-Lance.

Fer-De-Lance: Dakkalance, Metalance, Plasmalance




The FDL is king of medium PVP ships because it has the best combination of maneuverability, shield tankiness, firepower and overall combat effectiveness as a result.
You can run a lot of different weapon loadouts and vary the armor/shield/hull/booster/heatsink defenses as well between the popular loadouts:
  • Metalance: 3 TC PAs, 1 Feedback Cascade LR Rail, 1 Superpen LR Rail, 2 shield cell bank 5 booster 1 heatsink. There are many reasons the Metalance is THE meta PVP medium ship of Elite.
  • Plasmalance: 6 booster no heatsink hull tank 5 Efficient Thermal Condut plasma. All-in maximum DPS with thermal conduit-boosted hot plasmas and no heatsinks to reduce heat while you cook yourself and them to death with heat-boosted plasmas.
  • Dakkalance: Dakkalance is an intuitive starter hardpoint loadout with gimbled multicannons shredding most foes with ease using little aim. You can start 3 multicannons and 2 rail guns so you are training in rail aim for shield cell bank cancels. To train in plasma use, swap one of the rails for a plasma accelerator like you'll be using on a Metalance or Plasmalance until you get the hang of it enough to go for a full plasma-based build.
  • Short Range Blaster Raillance: Uses 1 size 4 huge multicannon with corrosive with the rest as short range blaster superpen rails except for the feedback cascade which stays long range. Excels at wing fights where it supports a focused wingmate by damaging difficult to track enemy ships. Not the best 1v1 vs Metalances. This build is a League competitive build. For regular use away from a carrier, up the fuel and FSD a bit.

Here's PRISM pilots flying SRB Rail in a league fight showing a tight following distance and consistent rail aim:




Alliance Chieftain




The meta Alliance Chieftain build comes in close second place to the FDL in popularity and effectiveness. It has slightly less boost speed with slightly more lateral thrust for orbiting maneuvers. It does well as a hull tank with bi-weave shields.

Krait MkII




The Krait MkII has a slower rotational speed than the FDL, Chieftain or Federal Assault Ship, making perhaps #4 dogfighter. It is less able to dogfight skilled pilots in those tight-turning ships, but it can hold its own in PVP against many foes and has great PVE build variants with its fighter bay.

Frag Mamba




The Frag Mamba is a superfast interceptor build that deals massive alpha strikes on each jousting pass using gimbled frags to get convergence and hits without perfectly timing it like PAs or Pacifiers require. This is a very popular build for intercepting and ganking where you need to take the target out quickly before they can escape. It is a bit weaker for long battles and wing fights.

Federal Assault Ship


Third or fourth place after the FDL, Chieftain, Mamba contenders, FAS has some great combat potential.

Federal Gunship


The Federal Gunship has great potential as a missile boat with a great many optimal size 2 hardpoints for it.




Large PVP Ships


Large ships feel very tanky in PVP with awesome firepower for big wing fights. The main problem is that fewer people will want to fight you 1v1 knowing that it may take 15 minutes plus only to watch you effortlessly evade if you aren't winning. The people most eager to fight you are likely bringing reverb cascade. For this reason, most PVP pilots focus on medium ship fights with FDLs.

Federal Corvette Multivette




Federal Corvettes are superbly shield tanky large combat ships with dual huge weapons. They work as PVP tanks and PVE bounty hunters that generally outclass the Anaconda by being more maneuverable at turning but with the limitation of a slow straight-line speed compared to the Cutter. This means that you can dominate at dealing damage to anyone who gets into range but the Vette can't catch up to Cutters or other evasive ships, allowing them to retreat and recharge to attack you again. The Pelley Multivette build is a shield tank multicannon beast delivering constant damage on target with 6 banks for about 20 charges.

D2A has a video explaining Captin Pelley's reasoning for the basic components of the Multivette build at 5:13:



Imperial Cutter




The Cutter is the meta large ship for big wing fights with its insane shield tankiness and boost speed to force or evade engagements. Its biggest weakness is that not many will want to fight you and the ones who are confident they can beat you are usually right.


PVP Engineering


While there are many different possible builds, there are some general principles people follow in the most popular PVP builds.

  • HULL: Military Grade/Heavy Duty for tanky hulls or Lightweight/Deep Plating or Reinforced/Deep Plating for paper hulls maximizing maneuver speed.
  • HULL REINFORCEMENT PACKAGE (HRP): Heavy Duty/Deep Plating. Fill every slot not needed for other things.
  • MODULE REINFORCEMENTS (MRP): 2 MRPs is usually enough to handle some module sniping or heat damage.
  • SHIELD GENERATORS: Prismatic Reinforced/Hi Cap in general to survive the onslaught that won't give you chances to recharge. Use Bi-weave Reinforced/Fast Charge if your ship is small or hull tanky or stealthy or you don't have Prismos yet.
  • SHIELD CELL BANKS: 2 SCBs or more in slots larger than your prismo or smaller for a matched pair to double bank with. Fast Charge/Recycling Cell for most ships doing double banking for each heat sink used. Specialized/Recycling Cell for a hot-banking ship like the Corvette doing huge numbers of heatsink-less banks.
  • SHIELD BOOSTERS: All Heavy Duty/Supercapacitors except 1 Thermal Engineered/Supercapacitors and 1 Resistance Engineered/Supercapacitors. This is to keep maximum absolute shield strength without having negative resistances. Absolute is king since the meta Plasma weapons deal absolute damage that ignores resistance.
  • PLASMA ACCELERATORS: Efficient/Thermal conduit does the most damage when you heat up with the least downsides.
  • MULTICANNONS: All Overcharged/Incendiary except 1 smallest with Overcharged/Corrosive or High Capacity/Corrosive. Incendiary shreds shields with 90% thermal damage and Corrosive boosts armor pen by 20 for all shots making it shred hull too. If you have trouble with heat, remember to pip weapons, use Thermal Spread power plant, don't shoot beyond effective range, and substitute some with Autoloader if necessary.
  • FRAG CANNON: Mostly gimbled to get them to converge with forgiving aim during super speedy joust fly-by. Overcharged/Incendiary to shred shields with 1 small one Overcharged/Corrosive to shred hull and sometimes 1 Overcharged/Drag Munitions to slow targets down.
  • RAIL GUN/IMPERIAL HAMMER: Long Range/Feedback Cascade to cancel shield cell banks and Long Range/Superpenetrator to snipe powerplants. See PVP Guide for number/size of rails needed vs the target bank size. Short Range/Superpenetrator if you're trying to do the Short Range Blaster builds for support in wing fights.
  • BEAM LASER: Long Range/Thermal Vent to keep your ship's heat low while using long range weapons like rail guns.
  • SEEKER MISSILES/PACKHOUNDS: Drag munitions to slow targets down.
  • ADVANCED MISSILE RACKS: Rapid Fire/FSD Reboot to knock out frame shifters.
  • GROM BOMBS: The Powerplay weapon from Uri Grom actually does more than reboot an FSD. It disables it for 17 seconds or 19 with FSD reset engineering. There's a 26 second cooldown before it can be done a second time.
  • CANNONS:
  • Long Range/Force Shell to knock people flying off their aim backwards.
  • Long Range/High Yield Shell to blast modules.
  • Long Range/Dispersal Field: These work as fire-at-will turrets to deliver special effects like dispersal to break targeting of gimbled weapons and turrets constantly.
  • TORPEDO PYLON: Sturdy/Reverb Cascade to knock out shield generators on those slow enough to let you hit them. Can't synth ammo, so don't use unless you have enough to finish the job.
  • MINE LAUNCHER: High Capacity/Reverb Cascade to knock out shield generators on those fool enough to straight line into them. You can synth ammo, so this works better on smaller ships and as a renewable backup if you run out of torps.
  • HEATSINKS: Used to double shield cell bank at once and cancel the heat. You want 1 bank per 2 bank charges if you use pairs of banks to hotbank. Get the capacity upgrade to 3 so you can use less sinks and have more shield boosters.
  • CHAFF: Get capacity upgrade. Good against gimbled unless you also have dispersal field experimental weapons to do it for you or stealth to be unlockable.
  • ECM: Nobody uses these really. Packhounds evade them, torps are outrunnable and only temporarily jammed and seekers are weak against shields anyway and can be banked away.
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