This page is a Test site, I am considering porting this to eve uni instead of my wckg.net website, will discuss it in wiki channel soon.- Kismeteer.
If you have been pointed to this thread, please post your favorite fit!
This is the start of a new thread for ship specialists to post their favorite ship. I'd like to limit to one post per person, and I'll attach and index to the post as well, for all the ships in the list.
How to use for new players:
* Buy one of these ships, just one, try flying it in what role they suggest.
* Note, this does not replace the Doctrine Thread, which has all our official fits.
* Make sure to insure it and fit the rigs before undocking.
* If you think it is meh, but want to try again, just buy one.
* If you like it, buy 3, and reconsider when you reach the last one.
* Modify the fit.
* Come back and tell us what your favorite ship is.
What we want you to post:
1. Exact fit of the ship you suggest, meta/t2 preferred. Windowskey-Shift-S can take a screenshot in game for easy of posting it. Hover over the price in the bottom right to see the expensive modules.
2. How much it costs on the fit posted, and the cost of fit you fly if you bling it regularly. I'd prefer these fits to be reasonable for a newbie, if possible.
3. How bad the skill train is, minus magic 14. Must be under 3 months or close to that. No vet ships here.
4. Why you like flying it
5. How to use it (for new players!) A video helps but not required at all.
Fitting is a better place for larger fits, and Drone ratting is better for complex ratting fits. Capital ships is a better place for the skills for caps. I have to ban battleships because new players shouldn't be using them because they're way too quick to get in trouble, or they're ratting ships (see drone ratting link)
Template, cut paste this into your post:
1. The Fit:
2. The Cost:
3. The Training:
4: The Reason:
5: The How:
I'll put my example below, as I have been a huge proponent of this ship. And no, it won't be my dictor class rehash.
Index of ships:
Frigates: (Any)
- Caldari Navy Hookbill - Dreadeye, Jack Legash
- Condor - Sarah Umbra
- Crow - Plass Gruvedrift
- Crusader - deathbycider
- Enyo - deathbycider
- Kitsune - Aykira Sl4ker
- Hound - Jack Lagash
- Imperial Navy Slicer - Mazzic Karde
- Maulus - Ragvsivm, Kismeteer
- Merlin - Touch Grass
- Malediction - Dave911, Tzophiyah
- Punisher - Kane Quinn
- Retribution - Anorian Zanora
- Sentinel - Kismeteer
- Slasher - Dengar Ashller, Tzophiyah
- Stiletto - JDA Athonille, Tzophiyah, deathbycider
- Tristan - Anthur Nakarkos
- Wolf - deathbycider, Ben Yo
Destroyers: (Any)
- Bifrost - Duim
- Dictors - dictor 101
- Flycatcher - Leyanora Varkain
- Thrasher - Dreadeye
Cruisers: (T1/Navy Only)
- Arbitrator - clavo oxidado
- Blackbird - Reneil Askiras
- Caracal - Erasmus II - Note, no longer gets bonuses to rapid lights.
- Celestis - Sugar Thighs
- Exequror Navy Issue - Nebuzhadnezzar
- Moa - LinuVenMT Falseblood
- Osprey Navy Issue - Guimauve Essu, Lewis Pirkibo, Brodinskiii
- Rupture - Blue Mistique
- Stabber - Qooki
- Scythe - Kismeteer,
(Exceptions below, no more t2 cruisers!)
- Ishtar - JunkyOne
- Scimitar - Reinelle Cipher
Battlecruisers: (T1 Only)
- Gnosis - Jack Lagash
Battleships: NOPE or Drone ratting
Capitals: NOPE or Capital ships
Others: Fitting forum
Note, we have a #fitting discord as well and I would encourage people to workshop ships there.
Scythe - Kismeteer
[Scythe, Standing Scythe v7-a]
Mark I Compact Power Diagnostic System
Nanofiber Internal Structure II
Nanofiber Internal Structure II
IFFA Compact Damage Control
Co-Processor II
Compact Multispectrum Shield Hardener
Medium Ancillary Shield Booster
10MN Y-S8 Compact Afterburner
Large F-S9 Regolith Compact Shield Extender
EM Shield Amplifier II
Medium S95a Scoped Remote Shield Booster
Medium S95a Scoped Remote Shield Booster
Large Ancillary Remote Shield Booster
Medium Polycarbon Engine Housing I
Medium Core Defense Field Extender I
Medium Semiconductor Memory Cell I
Acolyte II x5
Light Armor Maintenance Bot I x4
Cap Booster 50 x21
Cap Booster 150 x34
Nanite Repair Paste x25
50MN Y-T8 Compact Microwarpdrive x1

1. The Fit: Below, it's mostly Meta/1 T2. No need to bling much, honestly, it's great as is. can t1 the drones, don't need to take paste, could t2 the DC to reduce cost as well now if you don't need MWD. 2. The Cost: 15.8 mil in game, costs like 14 mil to run. The IFFA is required to run the MWD, but if you want an AB version only, can drop it a mil.
3. The Training: Like 2 weeks. Minmatar Cruiser 4 and shield emissions 4 ideally, Need good navigation skills and good cap skills, along with shield upgrades.
4: The Reason: I love this ship for standing fleet as it saves everyone. It's cheap to run, has a big cargo for loot, can go inside ESS, harder to get on killmails, but just an amazing and capable ship. Not appropriate for organized fleets, but gives you a taste of what flying a scimitar is like.
5: The How: Import a BPC and the modules from jita (or ask Kismeteer for one). Build it, this will save you a lot of money. Follow around standing fleet, pick one or two good cruiser tackler pilots to follow around specifically for best success, and watch list everyone who jumps in early in a system. Once they are watch listed, kite sidewise across the fire yo'ull receive from hostiles, and be ready to warp out when shields hit like 30%.
Stiletto - JDA Athonille
1. The Fit: This great Stiletto is great for a beginner tackler / interceptor pilot. Its cheap and its cap stable (with the right skills) +4k m/s which is plenty to catch most things in nullsec nowadays. The only reason you put guns on is mostly to whore on stuff that is +30km away if flying in standing fleet. I wouldn't say its created to be thrown away but is definitely the step up from the NBI Slasher that I definitely would recommend beginners to fly with (unless you got TONS OF MONEY ) as you will probably die quite a few times before you get the hang of it flying tackler / interceptor. That's okay because
and heres the fit
[Stiletto, JDA Athonille Tackle Ceptor cheap]
Damage Control II
Micro Auxiliary Power Core I
Nanofiber Internal Structure II
Warp Disruptor II
Medium Azeotropic Restrained Shield Extender
5MN Cold-Gas Enduring Microwarpdrive
Warp Scrambler II
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
Small Polycarbon Engine Housing I
Small Ionic Field Projector I
EMP S x500

you can remove the guns if you don't want to pay that little bit extra, as said above its only for whoring on kms...
Now when you get more experience or have a lot of money (please dont fly it anyway just stick to cheap and get better and upgrade like this. What am i talking about sir ??? I am talking about the art of blinging your ship, it helps but it gets increasingly more expensive. I fly my eiei personally after blowing up 100s of Stilettos with the fit above.
If upgrades is or when it is your thing i STRONGLY suggest you start upgrading in this order,
Shield Extender -> MWD -> Disruptor -> Scrambler - > T2ing everything else.
note eiei super bling costs about 250m in jita last i saw, been keeping mine for a long time (knock on wood)
2. The Cost: 25-35m depending on how market is atm. as of 07-10-2022 its 25m in MJ-
3. The Training:
Spaceship Command 1
Minmatar Frigate 1
Minmatar Frigate 2
Minmatar Frigate 3
Minmatar Frigate 4
Minmatar Frigate 5
Spaceship Command 2
Spaceship Command 3
Navigation 1
Navigation 2
Evasive Maneuvering 1
Evasive Maneuvering 2
Evasive Maneuvering 3
Evasive Maneuvering 4
Evasive Maneuvering 5
Interceptors 1
Gunnery 1
Small Projectile Turret 1
CPU Management 1
CPU Management 2
CPU Management 3
Propulsion Jamming 1
Propulsion Jamming 2
Science 1
Power Grid Management 1
Power Grid Management 2
Shield Upgrades 1
Navigation 3
Afterburner 1
Afterburner 2
Afterburner 3
High Speed Maneuvering 1
Mechanics 1
Power Grid Management 3
Capacitor Management 1
Capacitor Management 2
Hull Upgrades 1
Hull Upgrades 2
Hull Upgrades 3
Hull Upgrades 4
Should Cover it with guns, It takes about 25 days to train-
4: The Reason:
So what is the reason why I would advice YOU to flying Interceptors.
For me it was a combination of "HOW DID HE TACKLE ME WHY CANT I GET AWAY OH IM DEAD" and "man that ship is so fast and agile why cant my tornado fly like that the enemy is dead before i warp there stupid standing fleet being so fast."
Flying a tackler in general is quite possible the hardest ship type and role you can have as a pilot in Large Fleets or small gangs. You are relatively easy to shoot at and go down fast if you get scrammed. you blip if you approach ships with the guns of artillery. You should learn a lot by flying it in terms of positioning and you should always be in contact with your friends on who YOU have to tackle so enemy smallgang loses as many ships as possible. How about tackling that big 1b Tengu or perhaps a 800m Orthrus or a Nightmare which cant hit you if you orbit him? wait until you hear the "nice job tackling him dude!" They are fast and nimble which is just a lot of fun.. Heres a huge TIP : Learn how to manual pilot and NEVER ever press the approach button anymore. MANUAL pilot will make your flying even more fun!
5: The How:
Personally I cant be bothered with importing from jita and especially not with a 25m price. But if you want you can just order a lot at the same time so you have maybe 5 - 10 in spare of when you die you get back out there immediately. Then it pays off importing from jita.
Merlin - Touch Grass
[Merlin, Touch Grass's Merlin]
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
Warp Scrambler II
X5 Enduring Stasis Webifier
Modal Light Electron Particle Accelerator I,Antimatter Charge S
Modal Light Electron Particle Accelerator I,Antimatter Charge S
Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
I'm Touch Grass, and the mighty mighty Merlin is my favorite ship. Bottom-line up front: the handout NBI Merlin stays very effective, especially if you stuff T2 tank and nanofibers on it along with training Caldari Frigate V.

https://zkillboard.com/kill/103821569/ here's one I lost recently, the guns don't matter you can use non-meta ones instead. Can muck with it based on budget, but even this "blingy" version is still something you can replace with like 6 minutes of ratting. Medium Shield Extender II and Damage Control II are top priority to add EHP, nanofiber IIs are great for extra speed, and the tech 2 scram only has to make a difference for one expensive tackle in a hundred losses to be an isk positive upgrade. Restrained MWD is the best meta variant since it blooms your sig the least. Power grid is way tighter than CPU, if you're short either plug in a cheap EG-601 or offline the 2nd gun.
If you have perfect fitting skills, including Advanced Weapon Upgrades V, you can just barely fit a third gun with the EG-601 implant. Your damage output basically doesn't matter anyhow, so I don't think it's worthwhile. If you wanna brawl people in like faction warfare or something splurge on a faction shield extender and use that saved PG to online the third gun.
Cost: 3.5m each, closer to 2m if you cut the T2 scram, more consistently this price if you make the hulls locally and Jump Freighter over the modules, rather than relying on the vagaries of MJ-5F9 market seeding. Overkill bling is a Republic Fleet Medium Shield Extender for more EHP and 4 less base PG usage at the price of an extra 12m ISK. Tech 2 guns with void are like 500k a pop, I don't bother getting the extra like 40 dps. You'll probably want to fly an empty pod, most useful implants would balloon your costs for only marginal benefit. The exceptions are PG-601 if your fitting skills are lagging a bit, and WS-605 to add a bit of mobility. WS-605 is another like 700k, the main benefit is upping warp speed from 5 to 5.25 AU/s, which is still within the sub-6 AU/s regime where extra warp speed improves acceleration into and deceleration from warp.
As far as the skill train goes, you don't need any fitting skills to V, and you can always remove a gun until your fitting skills come in. The NBI Merlin is designed to be flyable day 1, so use the modules on that ship if you don't have the requirements for tech 2 tank yet. Caldari Frigate V is the nicest addition, and that unlocks a bunch of other neat ships (buzzard, manticore, kitsune, harpy), but outside of that there's little you need that you wouldn't want for all your other ships anyhow.
Anyhow, Merlins are great because they're fast, cheap, and have the tank to get away with some of the mistakes other tackle ships can't. Learning light tackle is like, 95% trying to grab things and seeing what happens, and you lose a ship and might not be able to reship before the fleet ends. IMO it's best to get as much margin for error as possible and make the ship extremely affordable so you can lose a ton of them figuring things out - the Merlin is the tankiest T1 tackle frigate, so it wins out as a ship for learning tackle.
The very basics of how to use it is to time your warp-in/engagement (usually with the rest of fleet), pick something that looks like it might be expensive and tackleable, and try to burn within scram range to grab it. Once you do, prop off and orbit at 500 is often the safest place to be, but it can vary (especially if they have smartbombs, usually on battleships/marauders/dreads, you'll want to be at like 7.5km for that and often via manual piloting instead of orbit-at command.) Basically everything is more expensive than you are, with the only exceptions being T1 frigate or destroyer fleets, those can actually go isk-positive by baiting tackle into guns that apply well. You're also very useful at gates for scram + web to keep people from crashing back (at least those that are big enough that you can lock them before they reach).
Stabber - Qooki
[Stabber, *Simulated Stabber Fitting]
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
50MN Cold-Gas Enduring Microwarpdrive
Large Shield Extender II
Warp Disruptor II
Large Ancillary Shield Booster
220mm Vulcan AutoCannon II
Small Infectious Scoped Energy Neutralizer
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
Small Infectious Scoped Energy Neutralizer
220mm Vulcan AutoCannon II
Medium Projectile Collision Accelerator I
Medium Polycarbon Engine Housing I
Medium EM Shield Reinforcer I
Acolyte II x5
Phased Plasma M x3600
Hail M x6840
Cap Booster 150 x41
Nanite Repair Paste x100

1. The Fit: Stabber fitted with Meta and T2 equipment. Close range combat (between 1 and 25 km).
2. The Cost: 35 Million with Meta and T2 equipment or 28 Million with Meta and T1 equipment.
3. The Training: Only about 1 week of training for the Meta/T1 version. About 3 weeks to use the T2 drones and about 7 weeks to use the T2 weapons. Can replace additional T2 items with Meta/T1 items to lower the training time even more.
4: The Reason: It's fast, up to 2500 m/s. It's high damage, 400-475 dps with T2/Meta or 350-400 with T1/Meta. The weapons fire from 1 km up to 27 km which is the ideal range to keep your target scrambled and destroy it. It can mitigate about 100 dps with the cap-based shield booster.
5: The How: Buy the ship and equipment at null sec home or import the equipment from Jita by using an alliance transport service. The ship can always be bought from null sec home or can easily be built there.
It's the perfect ship to run in small roams or for quickly catching an enemy. Preferably have a logi pilot in the fleet to keep you alive for longer if there are multiple targets around.