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Minmatar ships

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Minmatar ships are often geared towards hit-and-run combat, typically being among the fastest ships in the game. They favor projectile turrets and have a mild tendency toward shield tanking.

Minmatar ships have a haphazard (or "junky") design philosophy that has divided the EVE Online community – many players revile the crude appearance of their ships next to the more refined-looking vessels of the other races, while others adore the ramshackle, yet distinctive, design of the vessels. A common running gag in the EVE Online community is the comparison of Minmatar ships to junkyards or that they use duct tape to stay spaceworthy. Ship name sources are extremely varied, including animals (Jaguar, Mammoth), blade weapons (Rapier, Scythe), weather (Tempest, Cyclone), Norse mythology (Hel, Fenrir) and names generally associated with violence (Rupture, Stabber).

The favored Minmatar weapons system, the projectile weapon, comes in two main variants. The long-range variant, the artillery, has relatively low damage over time due to its low rate of fire, but an extremely powerful single strike, making it ideal for raining destruction from afar. Their short-range version is the autocannon, which has lower single-strike damage but a higher rate of fire, giving it a higher overall damage and making it suitable for prolonged combat. With either variant it is feasible to load different types of ammo (often on the fly) to use against different enemies.

The Minmatar ships as a whole are viewed by many as very skill-intensive, due to the fact that by far the most of their ships are unable to fill all available hardpoints with just one kind of weapon. For example: only 2 of the 22 available Minmatar cruisers, battlecruisers and battleships can actually fit all hardpoints with projectile turrets (the Stabber Fleet Issue cruiser and the Maelstrom battleship).

Minmatar Cruisers and larger vessels sometimes have respectable drone bays, but most frigates and the Minmatar destroyer (Thrasher) are unable to field even a single drone.

General Strengths

  • Very fast. Minmatar ships are often able to dictate the range at which combat takes place, and so can evade being damaged as they orbit their targets. Tend toward light vessels, making microwarpdrives and afterburners very effective.
  • Good amount of medium slots to mount Electronic Warfare and MWD/AB modules. Often have enough low slots to armor tank.
  • Projectile weapons and missile launchers are highly versatile, as they are able to load different damage types for different situations. High single-shot of artillery lends itself well to hit-and-run tactics made possible by ships' high speeds.
  • Electronic Warfare ships have bonuses to target painters, although these are highly situational.

General Weaknesses

  • Tend to have weaker tanks than other factions
  • Skill-intensive. It may be necessary to train projectile weapon, missile and drone skills to obtain the maximum firepower out of Minmatar ships. Next to that, the range of Minmatar Artillery Cannons is often longer than their ships´ limited targeting range, which also requires extra skilling or using extra slots to extend the targetting range.
  • Vulnerable to ECM jamming (use relatively weak LADAR-based sensors)
  • Small capacitor reservoirs
  • Tend to have very weak hulls

Common Construction Technologies

  • Fernite Carbide Composite armor plating
  • Fission reactors
  • Plasma thrusters
  • Deflection shield emitters
  • LADAR sensors

Source(s): Game support


Main article: Minmatar Shuttle

Shuttles are very common, disposable transportation ships. They have no fittable slots at all, but do travel extremely fast.


Minmatar frigates exemplify the Minmatar light, fast, "hit 'em hard" ethos. Non-combat Minmatar Tech 1 frigates include the Burst miner, the Probe scout and the Vigil EWAR boat. Minmatar lacks the hard-shelled defensive frigate found in other factions' fleets.

Rookie Frigate


Main article: Reaper

The Reaper is a reasonable rookie ship, being fast and reasonably agile. While not being able to compete with the other Minmatar Tech 1 frigates, it still fills a niche and is popular with those deciding to join in with various 'Lemming' events in 0.0 security areas.

Tech 1


Main article: Breacher

With its three launcher and one turret hardpoints, the Breacher is a missile boat. It's also sturdy and fast – nearly as fast as a Rifter. If you're grinding missions against lots of frigates and have the time to train missile skills, you might want to get this instead of a Rifter, as the missile-based loadout eliminates the need to be at specific distances to do damage. However this advantage is somewhat soiled by the slot arrangement; boasting only 2 mids and 2 lows.


Main article: Burst

With its good cargo size and bonus to mining lasers, the Burst is a solid mining frigate. However, it doesn't have the CPU to use two Miner IIs without some skills and equipment. At level IV or V of Minmatar Frigate it is the best mining frigate the Minmatar Empire offers.


Main article: Probe

Like other scout frigates, the Probe receives bonuses when used as a T1 exploration ship, but this is only the start of its versatility. The Probe also makes for one of the finest trading frigates in Eve, second only to the Inquisitor in cargo room. Like the Imicus, it is also sometimes used as a miner, as it has a larger cargo capacity than the Burst. The Probe does however suffer from a small capacitor, meaning new players with poor engineering skills will need to fit a capacitor battery or they will be making several jumps to get across most solar systems.


Main article: Rifter

Being the most popular Tech I frigate, the Rifter has 3 turret hardpoints and 2 launcher hardpoints, boasting a 4/3/3 slot layout. It can tank light damage or be fit for speed while bringing a lot of frigate-sized firepower to the table, and has enough medium slots to function as a cheap tackler.


Main article: Slasher

The Slasher is a decent fighter (and is very cheap), but is mostly remarkable for having the fastest base speed of any T1 frigate. It thus is a great ship for deliveries and courier missions in which running from trouble becomes necessary.


Main article: Vigil

The Vigil functions as a support/EWAR vessel. With maxed Minmatar Frigate skill and fit for speed, it is the fastest Tech 1 frigate in the game. Its speed and 3 mid slots make it an excellent choice as a tackler. The Vigil also makes an excellent scout or courier ship and can be setup as a poor man's Covert Ops vessel. The bonus to target painters is seen by most players as negligible.


Republic Fleet Firetail

Main article: Republic Fleet Firetail

The Republic Fleet Firetail is the Minmatar frigate Loyalty Point reward. With four high slots and a split launcher/turret setup, but no damage bonuses to either weapon type, it lacks punch to make up for its high price. With one's Minmatar Frigate skill maxed out however, it is the fastest Tech 1 frigate around, and a very nimble craft, easily capable of keeping distance to nearly any target. While its cargo capacity is too small for many courier missions, it serves as an excellent tackler, and while it will decide no fights with firepower alone, a skilled pilot can make much use of its speed. And while it has no impact on ship performance, most pilots find its looks highly favorable to those of the Slasher, the frigate closest to it in mission role.

Tech 2 Assault Ships

Minmatar Assault Ships include the Jaguar and the Wolf.


Main article: Jaguar

The more popular of the two Minmatar assault ships for missions, due to its versatility. With 4/4/3 slots, it is a strong shield tanker. With the right fitting it can become a passive shield tanker, having over 2000 shield capacity but with better resistances and a frigate's regeneration rate. In addition, at a base speed of 325 m/s, it is exceedingly fast for an assault ship, the fastest there is, lending even further strength to the equation of combining shield and speed tanking. So while it does not sport as much head-on firepower as its brother, the Wolf, it can easily outlast and outperform the latter in a fight, presuming it is flown by a skilled pilot.


Main article: Wolf

This vessel is commonly used in PvP. With its extra high slot, it packs a harder punch than the Jaguar, although it is a bit slower. The 5/2/4 slot layout on the Wolf means it is usually fit as an armor tanker, though understandably many pilots fit them for speed as well, making use of the lowslots for lightening and engine-boosting rigs, and fitting a Microwarpdrive. Like any Minmatar ship though, the Wolf has a capacitor that was never meant to sustain a MWD full-time, making this a difficult choice. And one must be wary that the Wolf has a pointed weakness toward explosive damage that is very hard to get around.

Tech 2 Covert Ops

Minmatar Covert Ops frigates include the Cheetah and the Hound.


Main article: Cheetah

The Cheetah is the fastest covert ops ships in the game by far. It is a very nimble and versatile ship, if a little frail, with a balanced slot layout of 3/4/3 and the quick lock-on of LADAR sensors. It has both the lowest CPU of all Covert Ops ships and the characteristically small powergrid of the class, as well as the Minmatar standard lacking capacitor. All of these matter little though, as the sheer fitting options and its speed and cloak makes the Cheetah superior to mere T1 frigates, and allows it to easily perform the role that it was clearly built for; to scout and slip through enemy space unnoticed and unretaliated.


Main article: Hound

The hound is the Minmatar Stealth Bomber. Typical of the class, this is pretty much all that needs saying. It is the fastest of all Stealth Bombers, and receives its damage bonus to explosive missiles. With a 5/3/3 grid layout, a strangely larger powergrid than all other bombers except the Amarr Purifier, quite decent CPU and excellent resistances, it can reasonably be called the Bomber best suited for its role of getting in, dealing damage fast, and getting out. Of course, as with all Stealth Bombers, its damage is heavily oriented toward that which it focuses on in particular, and so a pilot should pick his targets wisely.

Tech 2 Electronic Attack Ship


Main article: Hyena

The Hyena is the Minmatar Electronic Attack Ship. While its bonuses to target painters are considered useless by most, its webifier bonuses are quite desirable. It also features a reduction bonus to the amount of capacitor suffered for mounting microwarpdrives, and a signature radius decreasing bonus in addition. This, combined with its almost extreme base speed of 391 m/s and four medium slots to fit, makes the Hyena a tremendous tackler that can be extremely hard to get rid of, especially if the pilot has excellent skills for either engineering or navigation, or both.

Tech 2 Interceptors

Minmatar interceptors include the Claw and the Stiletto.


Main article: Claw

A fast slugger. Its 4/2/4 slot setup means it can hit hard, but will have trouble tackling. It is the second-fastest ship in the game if fitted for speed, losing out to the Crusader by only a single m/s (10,566m/s before implants and boosters), but has a pair of launcher hardpoints and bonuses to projectile weapons – arguably better weapons for an interceptor. It can carry up to 320 m3 in cargo, so can function as an excellent courier ship.


Main article: Stiletto

The premiere Minmatar tackler. Its 3/4/3 build means it packs a smaller punch, but has enough slots to solo web/scram anything out there. Including a range bonus to Warp Scramblers and Disruptors, and a slot layout that forces the pilot to utilize missiles in addition to guns to squeeze the most firepower out of the ship, it is quite evident that the Stiletto was purposefully engineered as a 'snag and hold' ship, meant to hook ships with warp-preventing measures from right outside its effective web or attack range, and to keep them on the line while reinforcements are on their way.


Tech 1


Main article: Thrasher

With good skills and a full set of 280mm projectile weapons, the Thrasher, like other destroyers, chews through other frigates. It is widely used as a suicide gank ship due to the very high "alpha" damage of the artillery fit.

It also makes for an excellent salvage boat, able to fit 6 Salvager Is and 2 Small Tractor Beam I modules – but suffers from the small capacitor often found in Minmatar vessels, so pilots looking to use it for this purpose will probably want to mount capacitor batteries and/or capacitor relays. It can also mount four or five mining lasers with the right setup, and has 400 m3 storage, making it an excellent bridge between the Minmatar frigate and cruiser mining ships.

Tech 2 Interdictor


Main article: Sabre

The Sabre is the Minmatar interdictor. Being the fastest of all Interdictors, with the excellent handling of its parent Destroyer, the Thrasher, and all the interdictor bonuses that make its seven guns easily far better than the eight ones the Thrasher can mount, it is a quite respectable PvP ship, able to close with its intended targets at speed and then unleashing a flurry of autocannon hail at them, while easily tackling with its four medium slots. Of course, being Minmatar it has the smallest capacitor of all Interdictors, but as it does not expend any firing its guns it has no trouble coping with this. It does suffer somewhat from not being able to utilize its excellent armor resistances though, because of its lack of low slots.


Non-combat Minmatar cruisers include the Scythe mining/support cruiser and (by some standards) the Bellicose.

Tech 1


Main article: Scythe

The Scythe is a mining/support cruiser, receiving a 20% bonus to mining laser yield per level of Minmatar Cruisers skill. It also provides a bonus to tracking links, boosting the tracking speed of gang-mate's turrets, although this ability is very situational.


Main article: Bellicose

The Bellicose is widely regarded as an underpowered and even misconceived vessel. It has thin armor and shields in comparison to other cruisers, as well as a general lack of slots, fitting statistics, and capacitor. Its CPU is also low, particularly given its EWAR designation, and its target painter bonus is almost inconsequential. It does have a 40 m3 drone bay, but the firepower gained by it (even if skilled for drones) doesn't match up to more powerful cruisers. It also has a 3/3 split launcher/turret hardpoint setup, which greatly reduces the ability of the bonus to medium projectile turrets fire rate bonus to boost damage output. The only thing the Bellicose has going for it is its price tag; still, the Stabber doesn't cost much more.

Post Quantum Rise, the Target Painter bonus of the Bellicose has proven useful to fleets primarily using missiles, increasing their effectiveness substantially.


Main article: Stabber

The Stabber is the fastest Tech 1 cruiser in-game, and can almost be flown as a frigate. A well fitted stabber can easily reach speeds of 2-3km/s+. For this reason, it is popular as either a scout or a hit-and-run ship. It has poor tanking ability, but can move so fast that this may not matter. It even has a fair tackling ability. Many players fly Stabber as they prepare to piloting the notorious Vagabond as the Stabber allows for the same combat style (i.e. orbiting outside typical webifier range and keeping that range by occasional use of a MWD while dishing out autocannon damage) although it is very unforgiving of pilot errors when keeping distance from the opponent.


Main article: Rupture

The Rupture is a popular Minmatar cruiser, as while it lacks the speed and agility of the Stabber it carries a lot more punch. It is often affectionately referred to as a "baby Tempest." The Rupture is first vessel in Rupture-Hurricane-Tempest lineup of ship designs, with uniform 5% to rate of fire and 5% to damage bonuses per level of Minmatar Cruisers skill. These bonuses somewhat compensate for the lower damage per second of autocannons compared to the Gallente-favored blasters, and also complement high-damage artillery turrets well.


Stabber Fleet Issue

Main article: Stabber Fleet Issue

The Stabber Fleet Issue is a Minmatar cruiser Loyalty Point reward.

Scythe Fleet Issue

Main article: Scythe Fleet Issue

The Scythe Fleet Issue is a Minmatar cruiser Loyalty Point reward.

Tech 2 Heavy Assault

Minmatar Heavy Assault cruisers include the Muninn and the Vagabond.


Main article: Muninn

The Muninn has resistances that make it nigh-invulnerable to lasers. With 5 turret hardpoints, 7 high slots, 5 low slots (can be filled with damage-increasing modules), and 4 medium projectile turret skill bonuses, this ship is easily one of the most powerful ganking ships available.


Main article: Vagabond

The Vagabond is the fastest cruiser-sized ship available, able – when fitted with nanofiber hull upgrades, Overdrive Injectors, a microwarpdrive, speed rigs, and possessing max speed skills – to reach speeds exceeding 7 km/s, making it impossible for most to catch. Its numerous weapon mounts also ensure it has a fine arsenal at its pilot's fingertips. While a typically speed-fit Vagabond doesn't have the firepower to break the tanks of many or most of its often intended targets, pirates have easily learned to compensate for this by flying in gangs and packs. And this ability, for a Cruiser of the Vagabond's caliber, to be able to as good as completely avoid all incoming fire from most ships, has highly divided the EVE community, and is one of the main factors in sparking the Post-Empyrean Age developer response to speed within the game.

Heavy Interdictor


Main article: Broadsword

The Broadsword is the Minmatar Heavy Interdictor. It shares the immense EM resistance of its close cousin, the Muninn, but unlike that ship is actually a dedicated shield tanker, a close step under the Sleipnir, with plenty of shield hitpoints, well-rounded and high resistances, six medium slots, and an inherent bonus to shield resists of 5% per Minmatar Cruiser Skill level. A tough nugget, altogether, like any Heavy Interdictor. Its somewhat greater speed than the Muninn and turret falloff bonus, along with its warp disruption field generator, means that it lends itself well toward getting in reasonably close, webbing, and pounding the enemy hard with autocannons.

Tech 2 Logistics


Main article: Scimitar

The Scimitar is rather mediocre as a Logistics ship. While the tracking link bonus can be powerful, the shield transporter bonus is often less so. By no means useless, but if you are looking for a ship to repair your fleet, the Scimitar is probably not for you.

Tech 2 Recon Ships

Minmatar Recon Ships include the Huginn and the Rapier.


Main article: Huginn

The Huginn can be a powerful Recon ship, but not without drawbacks. On one side, it has a huge boost to webifier range, making it lethal to any ship that relies on speed as a defense. However, like many Minmatar ships it has a target painter bonus, which is nearly useless unless you are hunting interceptors. This is the role where the Huginn excels though, and its frigate-killing capability, with its range and added bonus to heavy missiles, makes it a powerful deterrent to any sort of 'swarming' assault, especially in a smaller fleet.


Main article: Rapier

The Rapier is the Minmatar Force Recon ship. Featuring all but the missile bonuses of its sibling, the Huginn, the Rapier presents an equally powerful anti-interceptor measure when paired up with other ships. Because it lacks the sheer firepower of the Huginn though, and because it features a cloak, the Rapier, instead of being suited for a 'scarecrow' role and as a deterrent, is far better at trapping and destroying lone or small groups of enemy ships, using other cruisers or battleships as lures and fire support. Together with a Gallente Arazu it can present one of the most fearsome and disabling Recon ship combinations in all of EVE.

Tech 3 Strategic Cruiser


Main article: Loki


Tech 1


Main article: Cyclone

A good battlecruiser, one of the Cyclone's most attractive features is the 7.5% shield boost bonus per level of Battlecruisers skill. Coupled with its 5 medium slots, it is a solid shield tanker, capable of taking down all but the strongest rat battleships.


Main article: Hurricane

The Hurricane emphasizes firepower over defenses when compared to the Cyclone. The "'Cane" can be used in variety of fittings, including as a typical close-range "brawler" fitted with autocannons and armor repairers or/and armor plates, a "berserk" configuration with passive armor-plated tank and up to three damage mods to maximize damage (a fitting occasionally used to suicide-attack packs of sniper ships at near point-blank range), an artillery configuration or even the outdated high-speed nanofiber configuration. With its above average looks, relatively high damage efficiency as an artillery platform and great capabilities for gang work in close-range fittings, the Hurricane has won the affection of many a Matari pilot.

Tech 2 Command Ships

Minmatar Command Ships include the Claymore and the Slepnir.


Main article: Claymore

Based on the Cyclone hull, the Claymore Fleet Command Ship is quite useful, but is uncommon in PvP combat. The Claymore has a lot going for it, including a Tech 2 set of resistances and six medium slots which are capable of mounting a significant shield tank. Able to mount up to three gang assist modules simultaneously, it can give a significant boost to specialized aspects of gangs in combat, particularly ones that boost speed thanks to its Skirmish Warfare Link bonus. This ability, plus the Claymore's high base speed, makes it the fastest of all Command Ships, on par with a Cruiser, and able to increase its whole fleet's speed along with it. But because of all these strengths, Claymores are often the primary target in fleet engagements. Relatively cheap as far as Tech 2 ships go, the Claymore is, unfortunately, more often relegated to lending its gang assistance capabilities to mining operations, due to its low survivability on the PvP battlefield.


Main article: Sleipnir

The Sleipnir is the Minmatar Field Command ship. Like all ships of its class, it is designed more with active combat in mind than Fleet Command ships. If the fact that it is a Brutor ship in addition to this does not say much, then its seven turret hardpoints, significant bonuses to said turrets, and massive resistances does. The Sleipnir is as good as impervious to EM damage, and with an even slot layout of five low and five mid slots, a considerable shield, a shield boosting bonus and both a range and damage bonus to its turrets, it can tank damage at the forefront of battle or sit back and pick off disabled targets while providing bonuses to its fleet with equal ease. If the Sleipnir can be criticized for anything, it would be its susceptibility to explosive and kinetic damage, which does not even stretch fully into its shield. In all other fields, like any command ship, the Sleipnir performs admirably, though of course it lacks the range and specialization of battleships.


Tech 1


Main article: Maelstrom

Following the basic idea of the Cyclone into the battleship class, a skilled Maelstrom can put up a significant tank while dishing out large amounts of damage with its bonus to large projectile turrets. Correctly fitted, a Maelstrom can shield tank upwards of 600 DPS. Of course, a pilot will have to equip several hardeners, due to the Maelstrom's outstanding susceptibility to EM damage, as it lacks the resistances of T2 ships. However with its slot layout and massive powergrid, and the right rigs, the Maelstrom has no problem coping for this.


Main article: Tempest

Often nominated as the ugliest battleship of all, this battleship has the highest single-salvo damage of any battleship, but it depends on this to destroy the other target quickly as it lacks the ability to survive long encounters. Like many Minmatar ships, the Tempest is very skill-intensive to fly effectively. When up against other battleships in particular, the Tempest shines, as it not only features very high damage and the projectile turret advantage of damage adaptability, but also a high top speed, easily heightened with the use of one or two overdrive injectors. This allows it to effectively outrun most other battleships, keeping them out of range while pummeling them with artillery. However, as it does not feature a range bonus, this tactic can be effectively countered even by other battleships with superior range.


Main article: Typhoon

This battleship is a jack-of-all-trades. Typhoon pilots use equal amounts of turrets, missiles and drones to overwhelm their opponents. While never excelling in any of its fields, the Typhoon has the tactical advantage that your opponent can never be quite sure what it's coming up against, but this also means the Typhoon is among the most skill-intensive ships to pilot in EVE. It is also the fastest ordinary T1 battleship around, overtaken only by a faction battleship - the Angel Cartel's Machariel - and arguably, one of the best fleet ships around, especially when deployed en masse.


Tempest Fleet Issue

Main article: Tempest Fleet Issue

The Tempest Fleet Issue is a Minmatar battleship Loyalty Point reward.

Typhoon Fleet Issue

Main article: Typhoon Fleet Issue

The Typhoon Fleet Issue is a Minmatar battleship Loyalty Point reward.

Tech 2 Black Ops


Main article: Panther

The Panther is the Minmatar Black Ops battleship. While not featuring all of the flexibility and unpredictability of its parent vessel, the Typhoon, it is still a ship to be respected. A Thukker Mix vessel, it inherits the Typhoon's characteristically high speed and far more, its full drone bay capacity and bandwidth, and featuring a bonus to its five potential projectile turrets' rate of fire and damage, it is nothing but a dedicated hit-and-run ship, optimized to uncloak, deal damage, and vanish before retaliation comes. It has no missiles whatsoever, leaving drones to dispatch smaller and more nimble threats, but the loss of damage is less keenly felt than one might think, and with the Panther's speed and unpredictability, it is still a good tradeoff. Unfortunately though, in the tanking department it is as indecisive as the Typhoon as well, with comparatively poor resistances, and its 8/5/6 slot layout means that a pilot must often opt for either damage or being able to ECM to leave a fight or for being able to take damage, not being able to fully focus on all three at once.

Tech 2 Marauder


Main article: Vargur

The Vargur is the Minmatar Marauder. Menacing, fast and hard as a wall with its excellent shield tank potential, the Vargur is somewhat of a low-damage and low-range Marauder, if there can ever be such a thing, falling after the more impressive Kronos and Paladin as a turret-bearing ship of its class, because of the inferiority of projectile turrets damage-wise, especially artillery. Then again, looking at the bonuses that the Vargur receives to tracking and falloff, and its speed, it is fairly clear that it was not actually conceived as an artillery platform, but rather as a fearsome brawler, being able to charge fast and inflict tremendous pain up close with autocannons. Its firing speed bonus helps it almost catch up to pulse lasers in terms of sheer damage to range, and with its tracking and ability to choose its damage type it performs far better against smaller vessels, but a Vargur pilot must always be aware of his situation and his ammunition.

Industrial ships

Tech 1

Minmatar Tech 1 Industrial ships include the Hoarder, the Mammoth, and the Wreathe.


Main article: Hoarder

The Hoarder is a solid mid-line industrial ship.


Main article: Mammoth

The Mammoth is a popular choice with industrialists. Its substantial cargo capacity is enough for most pilots, and is only outclassed by the much more skill-intensive Gallente Iteron Mark V.


Main article: Wreathe

This ship doesn't usually get a second look unless the pilot's budget is very tight, as most pilots looking to pilot a Minmatar industrial will choose the Hoarder instead.

Tech 2 Transports

Minmatar Transports include the Mastodon and the Prowler.


Main article: Mastodon

Having the third-largest cargo hold of any hauler in EVE (behind the Iteron Mark V and the Impel), the Mastodon is, as the name suggests, big and tough. With Tech 2 resistances, reasonable amounts of powergrid and CPU, a similar number of hitpoints to a battlecruiser and four medium slots for a good shield tank, the Mastodon has seen many pilots through tight spots that would have been the end of a flimsier hauler. The Mastodon also has the equivalent of two Warp Core Stabilizers already integrated into the ship's bonuses but without their penalties, allowing it to escape many attempts to tackle it.


Main article: Prowler

Visually, most wouldn't recognize this ship as the Tech 2 counterpart of the Wreathe, but it in fact builds off of that base. With a relatively small cargo hold, the aim of this ship is to break through areas that would otherwise be inaccessible because of gate camps. While it's not as tough as the Mastodon, the Prowler makes up for it with the speed and agility that is seen in other, smaller Minmatar ships. It also has the ability to use the Covert Ops Cloaking Device, giving it the edge it needs to escape from nearly any unfortunate situation.

Capital Ships

The Minmatar capital ships are the Ragnarok, the Hel, the Nidhoggur, and the Naglfar.



Main article: Hel

The Hel is the Minmatar Mothership-class carrier and has a capacity far beyond that of the Nidhoggur. Its main and in fact only viable armament are its fighter drones. Whilst not as effective for direct combat as the Gallentean Nyx, the Hel comes into its own as a support vessel, replenishing the shields of other vessels. Primarily used in support rather than for front-line combat, the Hel suffers from the fact that once a pilot takes control of it, he/she cannot leave that vessel until it is destroyed. Most pilots are unwilling to tie themselves to a single ship so completely and so many would rather make the investment in a standard carrier than a mothership. That being said, a mothership is a formidable foe by any account.


Main article: Nidhoggur

This is the Minmatar's carrier ship. Its primary armament is the 13 or so frigate-sized fighters most pilots will be able to field. Like the Hel, the Nidhoggur has bonuses designed to assist it in a support role, boosting the shields of allied ships at a phenomenal rate.



Main article: Naglfar

The Naglfar is the only dreadnought available in EVE that can load 4 capital turrets in addition to a siege module. Unfortunately, the ability to carry 4 capital weapons doesn't translate into the most damage, although it only loses out to the capacitor-intensive Revelation at long range. Additionally, it is also the most skill-intensive Dreadnought due to its split missile/turret setup. The Naglfar can dish out a ridiculous amount of DPS, but only against stationary targets, so it is generally useless against anything other than POSes or other capital ships – even battleships can easily outrun or outmaneuver its XL weapons fire. The drone bay is medium-sized, and will allow for a couple waves of heavy drones to be used for defense, but has little more than a regular battleship.



Main article: Ragnarok

One of the four largest ships in existence, the Ragnarok is named after the End of Times in Norse myth – appropriate, considering that with its omni-directional blast superweapon, there are very few ships that can match its raw intimidation factor. It can fit a rack of weaponry while having the resources to tank jaw-dropping amounts of damage. That said, titans are logistics and tactical strike ships rather than front line combat vessels - the weaponry isn't that much more impressive than a battleship (XL guns aren't too special without a siege module).

Equipped with a Jump Drive, Titans are capable of enabling entire fleets to jump massive distances at the press of a button. Because of their special abilities, once an alliance comes into possession of a Ragnarok it alters the face of any conflict they choose to participate in, opening up new tactical options to the smart commander. Interdictor bubbles are now able to affect capital ships, however, so the Ragnarok is in some situations a very expensive and vulnerable craft to fly – although at the push of a button it can still vaporize entire fleets that aren't prepared.


Tech 1


Main article: Fenrir

The Fenrir is a very solid choice for anyone looking to pilot a freighter in EVE. While not as heavily protected as any of the other races' freighters, it has the second-largest cargo bay and the fastest base speed of any of them. As such, it is a common choice, if not quite as popular as the Gallentean Obelisk.

Jump Freighter


Main article: Nomad

The Nomad is the T2 variant of the Fenrir. As with other Jump Freighters, it has a smaller cargo hold then its larger sibling, but has the ability to jump to cynosural fields as far away as 4 light years. Template:Core Ships

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