Announcement KillSync Feature Update — Achievements, Pilot Reputation, Leaderboards & Character Profiles Read announcement →
Field Manual · Fitting Basics

Why won't this fit save?

EVE's fitting system has a logic that becomes second nature once it clicks. Slot types, CPU and powergrid budgets, meta levels, and EFT blocks give you the vocabulary to understand every fit you see, paste, or copy from a killmail. This guide is new — please send feedback if something is off or missing.

Field rule: a fit is a set of tradeoffs, not a checklist. More tank means less tackle or less damage. More range means less close-range effectiveness. There is no fit that does everything — pick a role and commit to it.

Slot types

Every module fits in a specific slot type. The slot type tells you roughly what role that module plays and which part of the ship it connects to.

🔴 High slots
🔵 Mid slots
🟢 Low slots
🟡 Rig slots

Ships have a fixed number of each slot type. A ship with 4 high, 4 mid, 4 low, and 3 rigs cannot have more of any type — every slot is a permanent constraint of the hull, not something you can change.

Slot counts vary enormously between hulls. A Kestrel has 4 high and 3 mid but only 2 low. A Punisher has 4 high, 2 mid, and 4 low. These differences define the ship's role.

What goes where

🔴 High — weapons, mining, energy warfare, remote reps, cloaks

Turrets, launchers, smart bombs, neuts, remote armor/shield repairers, salvagers, mining lasers, cloaking devices.

🔵 Mid — shield, tackle, EWAR, prop mod, cap

Shield tank modules, MWD/AB, warp disruptors/scramblers, sensor dampeners, target painters, cap injectors, signal amplifiers.

🟢 Low — armor, capacitor, speed, damage mods

Armor tank modules, damage mods (gyrostabilizers, magnetic field stabilizers, etc.), nanofibers, reactor control units, power diagnostics.

🟡 Rigs — permanent bonus slots, no CPU/PG cost

Rigs are permanent — once fitted they cannot be removed without destroying them. They enhance specific stats and always come with a calibration cost. T1 rigs are cheap; T2 rigs are expensive and have skill requirements.

CPU and Powergrid

Every ship has a CPU output and a Powergrid output. Every module has a CPU requirement and a Powergrid requirement. If any module tips you over the limit, the fit doesn't work. This is the most common reason a fit won't save.

How the budget works

Think of CPU and PG as two separate budgets. Each module you fit spends from each budget. The moment either budget hits 0, you cannot add more modules. The fit won't save with a red "not enough CPU" or "not enough powergrid" warning.

Upgrade modules in your fit typically cost more CPU/PG than basic versions. A T2 module might perform better but push you over budget — forcing you to use a T1 or meta version elsewhere to compensate.

Freeing up CPU and PG

  • Reactor Control Unit (low slot) — adds powergrid output
  • Micro Auxiliary Power Core (low slot) — small PG bonus
  • Co-Processor (low slot) — adds CPU output
  • Fitting rigs — Ancillary Current Router (PG), Semiconductor Memory Cell (CPU)
  • Lower meta modules — use meta 1–4 instead of T2 if over budget
  • Skills — weapon upgrade skills, electronics skills reduce CPU/PG costs on fitted modules

Meta levels

Every module type exists in multiple versions, ranked by meta level. Higher meta = better performance or lower fitting cost, but typically more expensive and requires higher skills.

Meta level scale

Example: Warp Disruptor versions

Meta 0Civilian / T1 basic. Full CPU/PG cost. Weakest stats.
Meta 1Slightly better than base. Marginal improvement.
Meta 2Improved stats, often reduced CPU/PG. Named modules.
Meta 3Better again. Faction / storyline items live around here.
Meta 4High performance. Faction items. Expensive.
T2 (Tech 2)Best stats. Highest fitting cost. Requires skills. Common in serious fits.

Abyssal/officer modules (meta 6+) exist but are extremely rare and expensive. Faction modules (meta 8–10) from NPCs provide excellent performance at high cost.

Which meta should you use?

It depends on your budget, skills, and the ship's CPU/PG constraints. A T2 module requires the relevant T2 skill to use — without the skill, it won't fit. Meta 4 modules ("named" modules) often give you 80% of T2 performance for a fraction of the cost with no extra skill requirement.

For beginners: meta 3–4 modules are the sweet spot. Better than T1, usable without T2 skills, and significantly cheaper than faction or officer. Don't fly what you can't afford to lose — a T2 fit on a ship you'll lose in lowsec might not be worth it until your skills support the whole doctrine.

Reading an EFT block

EFT (EVE Fitting Tool) format is the universal way to share fits in EVE. When someone posts a fit in Discord, a forum, or a killmail, this is the format. Once you can read it, you can paste it directly into the in-game fitting window.

Example EFT block

[Punisher, Solo Punisher] Small Focused Beam Laser II Small Focused Beam Laser II Small Focused Beam Laser II Small Focused Beam Laser II 1MN Afterburner II J5b Enduring Warp Scrambler Small Armor Repairer II Adaptive Nano Plating II Energized Adaptive Nano Membrane II Heat Sink II Small Auxiliary Nano Pump I Small Auxiliary Nano Pump I Small Energy Collision Accelerator I Multifrequency S x4 Standard S x4

How to read it

  • Line 1 — [hull, fit name]: the ship hull and a label you can change freely
  • First module group — high slots: all weapons and high-slot utility modules
  • Second group — mid slots: prop mod, tackle, EWAR, cap modules
  • Third group — low slots: tank, damage mods, speed mods
  • Fourth group — rigs: three rig slots in order
  • After the blank line — cargo/drones: ammo, scripts, spare crystals, or drone types with quantities
  • Empty brackets [ ] or — in a slot means that slot is empty

To use in-game: copy the entire block, open the fitting window (Alt+F), and use the import button or paste directly.

Common fitting mistakes

Mixing tank types

Fitting both armor and shield modules splits your tank between two pools with no synergy. Pick one and commit. The exception is passive buffer fits that run pure HP with no active modules — but even then, one layer is primary.

No prop mod

A ship without a propulsion module (MWD or afterburner) is a stationary target. Every PvP fit needs one. PvE fits benefit from them for transit speed. The only exception is a deliberate stationary sentry/structure defense fit.

No tackle

If you want to fight, you need to be able to hold your target. A ship with no warp disruptor or scrambler will watch every target simply warp away the moment you start shooting. Solo PvP always needs tackle.

Too many rigs on fitting

Spending all three rig slots on CPU/PG extenders to make a fit work means the fit itself is overcompressed — the hull is too small for those modules. Better to downgrade a module to meta 4 and use rig slots for actual performance bonuses.

Flying skills you don't have

A T2 fit requires T2 skills. A ship you barely have the skill to fly will perform far below the killmail version. Check the fitting's required skills before buying it — the in-game fitting window shows unmet requirements in red.

Copying fits without reading them

A fit designed for kiting doesn't work if you burn into close range. A passive PvE fit isn't suitable for active PvP content. Read what each module does before undocking — understanding your fit is part of piloting it correctly.

🎯 Understand fights

Continue from Fitting Basics.

Move in order when the path is useful, or open the academy map and branch wherever your next problem points.

Back to top ↑