Whether you're a frequent antagonist or you never start fights but always end them, we want you to tell us how to build the ultimate PvP ship. Your choice of ship is completely up to you, but you'll need to tell or show us how best to outfit it, complete with modules, weaponry, and anything else a solo PvPer might need, like engineering. Explain what type of combat its built for, its expected costs, what level of player experience its designed for, and why you like it so much!
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I’ve never tried PvP combat before, but recently, I’ve been learning some techniques, like turning Flight Assist (FA) off. I’ve also built a few ships that might work well in PvP battles. I’m more than happy to hear suggestions and advice from others.
I turned my Fer-de-Lance into a railgun fighter and named it Razorback after the ship from The Expanse. The Fer-de-Lance is probably one of the most popular PvP ships. It’s agile, has strong shields (great for PvP), and features a size 4 hardpoint. However, it’s a bit pricey and only performs at its best when FA is turned off, making it less suitable for beginners. Still, when used properly, it can handle many PvP scenarios effectively.
Let’s start with weaponry. The Fer-de-Lance has one huge hardpoint and four medium hardpoints, making it ideal for a railgun sniper build. Since railguns are only available in small and medium sizes, the more medium hardpoints, the better. I equipped all four medium hardpoints with railguns, each modified with class 3 long-range engineering. Two have the Feedback Cascade experimental effect, and the other two have the Super Penetrator effect. Feedback Cascade disrupts shield cell banks and reduces shield regeneration, which is crucial against shield tanks. Super Penetrator increases bullet penetration, making it easier to damage internal modules on enemy ships.
For the size 4 hardpoint, I mounted a 4A gimballed multi-cannon with a class 5 overcharge modification and Corrosive Shell experimental effect. The multi-cannon is excellent for dealing with hulls, and the overcharge modification enhances its damage output. Corrosive Shell reduces enemy hull hardness, temporarily making them more vulnerable to all damage—perfect when paired with railgun strikes. The railguns are effective at breaking shields, and the combination of railguns and multi-cannons ensures strong performance in most situations.
Survivability There are two general types of combat ships: shield tanks (like the Fer-de-Lance) and hull tanks (like the Federal Assault Ship). Shield tanks are usually better for PvP because shields regenerate and offer better protection for internal modules. Shields also have higher resistance to kinetic and explosive damage, while hulls are only more resistant to thermal damage (except with reactive armor). Additionally, shield cell banks can quickly restore large amounts of shielding, which can be frustrating for opponents.
Yes, another ship name inspired by The Expanse. I turned my Federal Assault Ship into a close-range fighter. Many argue that the Chieftain series is better than the Core Dynamics Federal series, but I personally prefer the Federal ships. The Federal Assault Ship is an excellent fighter—it’s extremely fast and agile, compact and hard to hit, and comes with two large and two medium hardpoints, providing sufficient firepower to take down enemies. Most importantly, it’s affordable compared to the Fer-de-Lance. This build isn’t too expensive, and it performs well even with FA on.
For weaponry, I equipped the two large hardpoints with 3C gimballed fragment cannons, each with class 5 overcharge modifications and incendiary rounds experimental effects. Large fragment cannons are devastating against hulls, offering incredible DPS. Incendiary rounds convert part of the damage into thermal damage, improving effectiveness against shields. The two medium hardpoints are fitted with 2D gimballed fragment cannons with class 5 overcharge modifications and Screening Shell experimental effects. Screening Shell reduces reload times, increasing combat efficiency.
I haven’t tested this build in PvP yet, but I’ve tried it in combat zones and RES sites. It performs well against all kinds of enemies.
Survivability Although not as durable as the Fer-de-Lance due to being a hull tank, the Federal Assault Ship is still incredibly tough and can withstand significant damage in combat. And FAS is relatively weak when powering a shield, so I use a Bi-Weave Shield, which allows it to quickly regenerate when the shields is broken.
I am far from being a PvP expert, but I've done some, with or without my own consent, lol. So here are two builds that I've brought out to spare with some cmdrs:
1. Medium ship: Plasma FDL - best in slot
The Fer de Lance, for various reasons, stays as the PvP King, it's fast, compact, packs a serious number of hardpoints, size 6 powerplant and size 6 distro mean you can put a bunch of power hungry modules on it without worrying about getting pass the power threshold. Only problem is its cockpit design which makes it very hard to see sometimes, and it takes a bit to get used to flying it.
Basically a shield tank build with prismo shield, 2 medium-size Focused PAs, one with dispersal field, the other with target lock breaker, the rest are Efficient with Thermal Conduit. I assign the Focused PAs on one trigger, and the rest on the other trigger, the idea is trying to hit the Focused PAs first to break your opponent's chaff and target lock, meanwhile slowly heating up your ship to get the damage buff from Thermal Conduit for the rest. Keep in mind that Focused PAs projectiles fly way faster and have further range, this means you can outrange another cmdr if he's running frag/PAs and as you go closer you shoot your other PAs for damage. Downside being you're not able to do a big burst damage like running all 5 efficient PAs that's gonna give you the same range for all of them.
I've had some luck doing pvp with this ship, I still got destroyed a lot too when I'm hanging out in Sol during Cocijo's invasion having a bit of bar fights with gankers, but that was more like a skill issue instead of build. This also works pretty well in group fight since you can be very annoying if you can constantly hit with your target lock breaker and dispersal field PAs.
Also keep in mind that pips juggling is pretty much required by flying this ship, but that's basic flying skill when you're start to engage in PvP.
The easy-win version of this build can be one huge hardpoint Efficient Beam laser + Thermal Vent or Over charged + Incendiery rounds Multi cannon, the rest are multicannons with Overcharged, one corrossive shells, the rest can be autoloader. You can make them gimbaled if you want to, I run gimbaled beam and fixed multicannons, but PAs are way more fun in PvP.
There has been a very popular build for the Python MkII which runs frag cannons/pacifiers and some pack-hound on top of them, it's another shield tanker with even more serious hardpoints, but FDev did a great job in balancing it so it would not become overpowered by giving it a smaller powerplant and distro, making its weapon choices limited, but I'll leave that for other cmdrs that are more exprienced, I'll give them a try when I reach my powerplay rank for said modules.
2. Vulture - small but powerful
It's a good starter ship if you want to start getting into PvP (as well as PvE), good hardpoints, fast and nimble, it can outloop a lot of ships with its crazily fast turn rate. I run it with 2 focused thermal conduit plasma accelerators, it will cook your ship a lil bit, so keep an eye on that thermal gauge. The shield is bi-weave with fast charge, and a lot of hull tank, so you can eat a couple of shots meanwhile getting your shield back on if you are popped.
Meanwhile it is meant to fight against other small ships. A more pve-focused build including short range beam + thermal vent and short range multicannons + corrossive might be able to destroy medium ships sometimes, I've been able to do it a couple of times.
It's a fun ship to fly, cheap, and it helps you to learn basic combat skills, keep in mind that you'll die a lot in it if you're doing pvp.
I'm still working on other ship pvp builds, but for the moment I'm focusing on unlocking more engineers. Remember to keep it clean and maintain good sportmanship when you're engaging to this pvp, as cmdr Mastercesspit said: "be nice, and have fun!" o7
We have all been there; you go to Felicity Farseer on your favourite explorer and get interdicted by a frag the lance and get sent to the rebuy screen faster than you can type o7 . BUT NO MORE.
This ship will protect you! just submit to the intediction, put 4 pips to SYS and select closest system to jump to and youll be safe
And IF you want to fight back you can! And this with no need of FA off fancy maneuvering! Just point your nose at the enemy ship launch your 6 Torpedoes at once and watch your enemy shields go down.. as in permanently down at 0% integrity. Now switch to the huge overcharged Multicannon that paired with the little corrosive will destroy any hulls long before your shields go down. If you like proper PVP this ship is not for you but if you enjoy playing in open and youre lazy to go FA off for a fight then give it a try :)
It has served me well for years, you have enough speed and shields to high wake with your canopy intact from pretty much ANY ship. If you dont believe me try it out i will personally refund your rebuys if you manage to die in this beauty. o7
i used reverb cascade torps to good effect in my t10, much better when fired simultaneously with pack hounds, the pack hounds drown the point defence and the slow torps get through and destroy the shield module, i ran a rack of reverbs, and a rack of penetrator torps, nothing like taking out their power plant next run.
I use combo with packhounds too at times but just to confuse enemy player. Point defence does not shoot torpedoes down. Only way they can be avoided by going faster than 250 m/s
3x Large Multicannons with Overcharged engineering. One should carry Corrosive to debuff enemy armor, with the others using Incendiary for additional thermal damage.
2x Medium Railguns engineered for Long Range and fitted with Feedback Cascade to disrupt enemy shield regeneration.
Core Internals:
Armor: Choose Reactive Surface Composite with Heavy Duty and Deep Plating for increased durability.
Thrusters: Enhance with Dirty Tuning and Drag Drives for superior maneuverability and speed.
Power Plant: Overcharge it for maximum energy output, but manage heat carefully.
Power Distributor: Charge Enhanced allows for quicker system recharges during battle.
Shield Generator: A Bi-Weave with Reinforced* engineering for a good shield strength and recharge rate balance.
Utility Mounts:
Heavy Duty Shield Boosters with either Thermo Block or Blast Block for damage mitigation.
Include a Chaff Launcher for evading targeted attacks.
Optional Internals:
Guardian Frame Shift Drive Booster for enhanced escape and positioning capabilities.
Hull Reinforcement Packages (HRPs) with Heavy Duty/Deep Plating for better hull integrity.
Module Reinforcement Packages (MRPs) to safeguard vital components.
Tactics:
Leverage the Krait's agility with FA off tactics to outmaneuver opponents.
Use railguns to manage enemy shields at range, especially to disable shield cell banks.
Manage power distribution to keep weapons and engines powered for combat, without neglecting shields.
This build makes the Krait Mk II a versatile ship in PvP, capable of dealing high damage while maintaining mobility and defense. Engineering is crucial, but mastering combat timing.
Total Estimated Cost Including Engineering:
Between 117,900,000 to 157,900,000 credits or more, factoring in the costs of materials, potential engineer unlock missions, and market price subject to change.
This Krait Mk II build is designed for Player vs. Player (PvP) combat in "Elite Dangerous," excelling in scenarios like open play engagements, Powerplay skirmishes, and combat zones where both NPCs and players might be present. It's also adaptable for high-threat bounty hunting or, with modifications, could participate in anti-xeno combat against Thargoids, though less optimized for the latter. The focus here is on high maneuverability, damage, and survivability, perfect for outmaneuvering and overpowering human adversaries.
This build should cost you only around 120 million CR and its for everyone who enjoys quick kills with those "space shotguns" and the almost 500 m/s boost will always get u out in need of reatred and taking a break.