Every combat-capable hull judged for the combat role specifically, grouped by pad class — Small, Medium, Large — and compared head-to-head on hardpoints, distributor, shield and agility. Costs cover hull, A-rated fit and engineer grind tier. Ratings match the per-ship dossiers; picks close with recommendations by commander type.
“Combat” in Elite is not one activity but a family of them, and the best ship depends on which you actually do. The main venues:
Anti-Xeno (Thargoid) combat is a separate role with its own weapon and heat requirements — see the dedicated AX dossier. A few hulls here (Krait Mk II, Chieftain, Corvette, Cutter) double as strong AX platforms, but they’re scored here for human combat.
The 1–100 combat rating weighs six things, in roughly this order of importance:
The scale is roster-relative and engineered-state: a ship is judged by what it becomes fully built, against every other combat hull. Class is not a handicap baked into the number — a small ship and a large ship on the same score are not equivalent in absolute power; the small one is simply excellent for what it is. That’s why the tables are grouped by pad class: compare within a class first.
The cost tables also list an approximate rebuy (~5% of the insured ship value) — what you pay each time you die. In combat you will die, so rebuy, not hull price, is the number that governs how aggressively you can fly. A 22M-credit Corvette rebuy demands a fat credit buffer; a 0.3M Cobra Mk V rebuy lets you be reckless.
This 1–100 rating is a roster-relative, fully-engineered editorial verdict — not a hidden formula. See the shared rating methodology for the full rubric and worked examples.
All 29 combat hulls on one scale, best to worst. Class tags let you read it by pad; the per-class breakdowns and costs follow in sections 04–06.
| Ship | Class | Hardpoints | One-line verdict | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2×H 1×L 2×M 2×S | The undisputed combat apex — if you can earn the rank. | 98 |
| Fer-de-Lance | Medium | 1×H 4×M | The medium duellist's duellist — pure gunfighter, nothing wasted. | 93 |
| Imperial Cutter | Large | 1×H 2×L 4×M | The wall. Out-tanks everything; just don't expect it to dogfight. | 91 |
| Python Mk II | Medium | 4×L 2×M | As much gun as a medium pad can carry — the FdL's heavier rival. | 90 |
| Krait Mk II | Medium | 3×L 2×M | The do-everything medium combat workhorse — CZ, RES, AX, all of it. | 90 |
| Mamba | Medium | 1×H 2×L 2×S | Boom-and-zoom specialist — massive burst if you can land it. | 89 |
| Anaconda | Large | 1×H 3×L 2×M 2×S | The no-rank heavy — buy it the moment you can afford one. | 88 |
| Alliance Chieftain | Medium | 2×L 1×M 3×S | The smart-money medium — punches like a 90 at a fraction of the price. | 88 |
| Alliance Challenger | Medium | 1×L 3×M 3×S | The Chieftain's armoured cousin — trade a little speed for a lot of hull. | 86 |
| Corsair | Medium | 3×L 3×M | A six-gun energy platform — if you like beams/PAs that never choke. | 85 |
| Kestrel Mk II | Small | 3×L 2×S | A medium's guns on a small frame — lethal in skilled hands, fragile otherwise. | 85 |
| Federal Assault Ship | Medium | 2×L 2×M | The FAS is the Federal medium worth grinding for — agile and tough. | 84 |
| Python | Medium | 3×L 2×M | The classic durable medium — slower than the new hulls but still solid. | 83 |
| Federal Gunship | Medium | 1×L 4×M 2×S | Max dakka on a medium — a brawler, not a duellist. | 82 |
| Vulture | Small | 2×L | The budget dogfight king — nothing turns harder for the credits. | 80 |
| Alliance Crusader | Medium | 1×L 2×M 3×S | The multicrew Alliance option — bring a gunner, soak damage. | 80 |
| Imperial Clipper | Large | 2×L 2×M | The fast large — fun and quick, but its guns sit far apart. | 79 |
| Cobra Mk V | Small | 3×M 2×S | The most complete small all-rounder — fights well, does everything else too. | 78 |
| Type-10 Defender | Large | 4×L 3×M 2×S | A flying fortress — superb against scouts and at static CZ farming, hopeless in a duel. | 78 |
| Federal Dropship | Medium | 1×L 4×M | The Federal on-ramp — fly it to the rank, then graduate to the FAS. | 76 |
| Imperial Courier | Small | 3×M | A shield-tanked speedster — surprising at a Low RES, fragile above it. | 70 |
| Viper Mk IV | Small | 2×M 2×S | The sensible budget starter — tankier than the Mk III, slower too. | 66 |
| Diamondback Explorer | Small | 1×L 2×M | The cheapest hull with a real Large mount — a cool, cheap small-pad skirmisher. | 65 |
| Viper Mk III | Small | 2×M 2×S | Pure speed on a shoestring — hit-and-run only. | 63 |
| Diamondback Scout | Small | 2×M 2×S | A nimble, heat-friendly skirmisher — outclassed once you can afford more. | 60 |
| Cobra Mk III | Small | 2×M 2×S | Nostalgia and flexibility — fine to learn in, soon outgrown. | 58 |
| Eagle Mk II | Small | 3×S | The agility toy — hilarious to fly, dies to a stiff breeze. | 55 |
| Imperial Eagle | Small | 1×M 2×S | A faster, slightly-better-armed Eagle — still glass. | 54 |
| Sidewinder Mk I | Small | 2×S | Where everyone starts — a Low-RES novelty once you have anything else. | 40 |
Read it in bands: 88–98 is endgame firepower (the mediums hold their own with the larges here because a medium pad still mounts serious guns); 78–87 is “genuinely good combat ship”; 60–77 is capable-but-compromised; below 60 is a starter or a niche toy.
Small hulls land everywhere — outposts, planetary ports, settlements — and rebuy for pocket change. They cap out below the mediums on raw firepower, but the best of them fight far above their price. This is where most commanders start, and where a few (Kestrel, Vulture, Cobra V) stay by choice.
| Ship | Class | Hardpoints | Pros & cons for combat | Rating |
|---|---|---|---|---|
| Kestrel Mk II | Small | 3×L 2×S | Three Large hardpoints — the biggest alpha on a small padSuperb agility (194) and a 338 MJ shieldPaper hull (135 armour) — punished if you stop dodgingPure combat only, no real flex; ~14M hull | 85 |
| Vulture | Small | 2×L | Two Large hardpoints, the tightest turn of any combat hull, 293 MJ shieldDirt cheap (~5M); lands on any padOnly 2 guns; a power-starved core that limits big fits~80 m/s slower than the Cobra V; cramped internals | 80 |
| Cobra Mk V | Small | 3×M 2×S | Five hardpoints (3M+2S), a size-4 PD that feeds them, 4 utilities, 9 internalsLands on any pad; refits into trade/mine/explore on the same hullEvery mount Medium or smaller — capped alpha vs dedicated mediums | 78 |
| Imperial Courier | Small | 3×M | Three Medium mounts and a big 230 MJ shield on a tiny, very fast hullPaper hull (144 armour); tiny internals, little SCB roomImperial Navy Master rank gate | 70 |
| Viper Mk IV | Small | 2×M 2×S | Cheap and tanky for the price; ammo-cheap gimbal fitsForgiving entry combat hull (2M+2S)Sluggish for a Viper; size-3 distributor limits sustained fire | 66 |
| Diamondback Explorer | Small | 1×L 2×M | One Large + two Medium — a real main gun on a small pad (1L+2M)Very low heat and cheap (~1.6M); lands anywhereLight 150 armour and no military slotsClass-4 cores cap DPS and tank vs dedicated hulls | 65 |
| Viper Mk III | Small | 2×M 2×S | Fastest small ship (316 m/s), nimble, dirt cheapGlass cannon — thin hull and tiny internals (2M+2S) | 63 |
| Diamondback Scout | Small | 2×M 2×S | Cool-running, agile and cheap (2M+2S)Weak 93 MJ shield and a low DPS ceiling | 60 |
| Cobra Mk III | Small | 2×M 2×S | The classic cheap multirole; fast and characterful (2M+2S)Weakest shield in its bracket; dated for pure combat | 58 |
| Eagle Mk II | Small | 3×S | Absurd agility (178) and almost free to fly; 3 small mountsTissue hull (72 armour) and shield; small guns only; 1 utility | 55 |
| Imperial Eagle | Small | 1×M 2×S | Fast (299), agile, with one Medium mountEven more fragile than the Eagle; tiny internals; 1 utility | 54 |
| Sidewinder Mk I | Small | 2×S | Free rebuy and lands anywhere — the universal starterStarter-tier hull; only viable at a Low RES with backup | 40 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Kestrel Mk II | 14M | ~25M | materials · Moderate | ~1.3M |
| Vulture | 4.9M | ~13M | materials · Moderate | ~671k |
| Cobra Mk V | 2.0M | ~7.0M | materials · Moderate | ~349k |
| Imperial Courier | 2.5M | ~4.5M | materials · Moderate | ~224k |
| Viper Mk IV | 438k | ~3.2M | materials · Moderate | ~162k |
| Diamondback Explorer | 1.64M | ~7.0M | materials · Moderate | ~350k |
| Viper Mk III | 143k | ~1.5M | materials · Moderate | ~75k |
| Diamondback Scout | 564k | ~2.8M | materials · Moderate | ~138k |
| Cobra Mk III | 350k | ~3.3M | materials · Moderate | ~164k |
| Eagle Mk II | 45k | ~591k | materials · Moderate | ~30k |
| Imperial Eagle | 111k | ~987k | materials · Moderate | ~49k |
| Sidewinder Mk I | 32k | ~297k | materials · Moderate | ~15k |
The Kestrel Mk II (85) mounts three Large hardpoints — medium-tier alpha — but flies like glass. The Vulture (80) is the cheapest pure dogfighter; nothing turns harder per credit. The Cobra Mk V (78) is the most complete all-rounder — five mounts, a real tank, and it refits into any other role. Everything below 70 is a learner or a budget stopgap. Engineering a small ship is the cheapest grind in the game — an excellent place to learn the engineers before you commit to an expensive hull.
The medium class is the heart of combat in Elite. A medium pad still mounts Large (and a couple even mount Huge) hardpoints, so the best mediums rival the larges on firepower while staying agile enough to win duels — and they land at far more stations than a large hull. If you only ever own one serious combat ship, it is almost certainly a medium.
| Ship | Class | Hardpoints | Pros & cons for combat | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1×H 4×M | Huge hardpoint + 4 medium with the best convergence in the gameMonster 271 MJ shield on a medium; razor agility for its massThirsty size-4 distributor — energy weapons drain WEP fastShort jump range; only 6 internals; ~52M hull | 93 |
| Python Mk II | Medium | 4×L 2×M | Four Large + two Medium — the medium combat apex; 504 armourSix utility mounts; agile (144) and fast (352 boost) for the firepowerTiny cargo; size-6 distributor strains an all-Plasma fit~67M hull; newer ship, fewer pre-built shortcuts | 90 |
| Krait Mk II | Medium | 3×L 2×M | 3L + 2M, a big 262 MJ tank and an SLF bay; also the AX meta hullCheap for the firepower (~46M); huge build flexibilityLess agile than a Chieftain; a bigger target in a 1v1 | 90 |
| Mamba | Medium | 1×H 2×L 2×S | Highest alpha and top speed (316 m/s) of the mediums; 1H + 2LSix utility mounts; lands hits a Chieftain can't reachPoor agility and a size-4 distributor; ammo-hungryFlies like a dragster — great in straight lines, clumsy in turns | 89 |
| Alliance Chieftain | Medium | 2×L 1×M 3×S | Superb agility + a 504-armour tank — the CZ/AX darlingCheap (~19M) and forgiving; the best bang-for-credit mediumOnly one Medium among its mounts (2L 1M 3S) — spread convergence | 88 |
| Alliance Challenger | Medium | 1×L 3×M 3×S | Tankiest Alliance medium (540 armour); 3 Medium = tight convergenceHolds a high-intensity CZ longer than the ChieftainSlower than the Chieftain; only one Large hardpoint | 86 |
| Corsair | Medium | 3×L 3×M | Six hardpoints (3L+3M) and a size-7 distributor that runs energy weapons264 MJ shield, fast (366 boost); huge sustained outputBig target; out-damaged by the Python Mk II for the price~79M hull — the priciest non-rank medium | 85 |
| Federal Assault Ship | Medium | 2×L 2×M | Fast, agile, 540-armour Federal brawler (2L + 2M)One of the best-handling mediums in a knife-fightOnly 4 mounts; awkward hardpoint convergenceFederal Navy Chief Petty Officer rank gate | 84 |
| Python | Medium | 3×L 2×M | Tanky combat-freighter (294 MJ shield, 468 armour); 3L + 2MHuge mass-lock; an old-faithful that still holds a CZMediocre agility (132); loses 1v1s to nimbler mediums | 83 |
| Federal Gunship | Medium | 1×L 4×M 2×S | Seven mounts (1L+4M+2S) + SLF bay; powers them all; 630 armourA walking turret platform for objective-style CZ playSlow (171) and heavy; weak agilityFederal Navy Petty Officer rank gate | 82 |
| Alliance Crusader | Medium | 1×L 2×M 3×S | Two-seat multicrew + SLF bay; 540 armour; 1L+2M+3STankier and crew-friendlier than the ChieftainSlowest Alliance medium (183); spread, low-convergence mounts | 80 |
| Federal Dropship | Medium | 1×L 4×M | Cheap, durable Federal entry brawler (1L+4M); 540 armourSlow and clumsy; really a stepping-stone to the FASFederal Navy Midshipman rank gate | 76 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Fer-de-Lance | 52M | ~71M | materials · Heavy | ~3.5M |
| Python Mk II | 68M | ~98M | materials · Heavy | ~4.9M |
| Krait Mk II | 46M | ~109M | materials · Heavy | ~5.5M |
| Mamba | 56M | ~77M | materials · Heavy | ~3.8M |
| Alliance Chieftain | 19M | ~47M | materials · Heavy | ~2.3M |
| Alliance Challenger | 30M | ~59M | materials · Heavy | ~3.0M |
| Corsair | 79M | ~161M | materials · Heavy | ~8.0M |
| Federal Assault Ship | 20M | ~43M | materials · Heavy | ~2.2M |
| Python | 57M | ~122M | materials · Heavy | ~6.1M |
| Federal Gunship | 36M | ~81M | materials · Heavy | ~4.0M |
| Alliance Crusader | 23M | ~49M | materials · Heavy | ~2.4M |
| Federal Dropship | 14M | ~41M | materials · Heavy | ~2.1M |
At the top, the Fer-de-Lance (93) and Python Mk II (90) are the apex duellists — the FdL for convergence, the Python Mk II for sheer hardpoint count. The Krait Mk II (90) matches them on flexibility and doubles as the AX meta. But the value champion is the Alliance Chieftain (88): it fights like a 90 for under 20M credits. The Federal hulls (Dropship→FAS→Gunship) gate behind Navy rank and are worth it mainly if you’re ranking up anyway.
Large hulls are the endgame and the investment sink. They bring overwhelming shield/armour and the only Huge hardpoints, but they turn slowly, cost a fortune, demand a large pad, and most are gated behind a rank grind. A large is the right answer when you want to survive anything and out-attrition a High-intensity CZ — not when you want to win a nimble 1v1.
| Ship | Class | Hardpoints | Pros & cons for combat | Rating |
|---|---|---|---|---|
| Federal Corvette | Large | 2×H 1×L 2×M 2×S | Endgame firepower & a 516 MJ base shield — the combat kingSize-8 distributor powers anything; 8 utility mounts; 4 SLF-readyBest sustained DPS + tank in the game when engineeredFederal Navy Rear Admiral rank gate~188M hull, ~22M rebuy per death; large pad onlyTurns lazily (105) — needs FA-off pilots to shine | 98 |
| Imperial Cutter | Large | 1×H 2×L 4×M | Enormous 703 MJ shield — the tankiest hull alive; fast for a large (323 boost)1H + 2L + 4M and 8 utilitiesImperial Duke rank gate; ~209M hull, ~26M rebuySluggish turn (67) — a brick in a knife-fight; large pad | 91 |
| Anaconda | Large | 1×H 3×L 2×M 2×S | Versatile heavy gunship (1H+3L+2M+2S) with no rank gate; 8 utilities945 armour, 362 MJ shield; the cheapest way into large-ship firepowerSlow and ponderous (90 agility); ~147M; large padBig flat target — needs the shield/HRP investment to survive PvP | 88 |
| Imperial Clipper | Large | 2×L 2×M | Very fast for a large (388 boost); a stylish, mobile brawler (2L+2M)Cheap for a large hull (~22M)Large pad on a medium-ish frame; poor hardpoint convergenceImperial Navy Baron rank gate | 79 |
| Type-10 Defender | Large | 4×L 3×M 2×S | Nine mounts (4L+3M+2S) and 8 utilities; 1044 armour — ultimate turret tankThe premier multi-scout farmer and objective-CZ wallGlacial (179/219) with awful 1v1 convergence (66 agility)~125M; large pad — a fortress, never a duellist | 78 |
| Ship | Hull | A-rated fit | To engineer | ~Rebuy |
|---|---|---|---|---|
| Federal Corvette | 188M | ~433M | materials · Very heavy | ~22M |
| Imperial Cutter | 209M | ~518M | materials · Very heavy | ~26M |
| Anaconda | 147M | ~381M | materials · Very heavy | ~19M |
| Imperial Clipper | 22M | ~65M | materials · Very heavy | ~3.2M |
| Type-10 Defender | 125M | ~344M | materials · Very heavy | ~17M |
The Federal Corvette (98) is the best combat ship in the game, full stop — if you’ll grind Federal Navy to Rear Admiral. The Imperial Cutter (91) is the unkillable shield-tank alternative (Imperial Duke rank). The Anaconda (88) is the only top-tier large with no rank gate — the pragmatic endgame heavy. The Type-10 (78) is a specialist: glorious against scouts and at static CZ farming, helpless in a duel. Note the rebuys: 17–26M per death means a large combat ship needs a deep credit buffer behind it.
There is no single “best combat ship” — only the best one for how you fly, what you’ve unlocked, and what you can afford to lose. Pick the description that fits you.
Tanky for its price, forgiving, ammo-cheap gimbals, and a rebuy you won’t even notice. Learn the fundamentals at a Low/Medium RES without fear of going broke.
Five hardpoints, a distributor that feeds them, four utilities and nine internals — a real brawler that still fits on every planetary pad and re-roles into trade, mining or exploration on the same hull. No rank, no permit.
Two Large hardpoints and the tightest turn of any combat hull, for a ~5M-credit hull. Power-starved and slow in a straight line, but in a turning fight it eats ships twice its price.
Big tank, fighter bay, three Large + two Medium hardpoints and enormous build flexibility — and it’s the AX meta hull too. The single most versatile serious combat ship, no rank required.
Superb agility plus a 504-armour tank for a ~19M hull. It punches like a ship costing three times as much and shrugs off a high-intensity CZ. The smart-money pick, full stop.
The best convergence in the game, a Huge hardpoint backed by four Mediums, and a monster shield. Watch the thirsty distributor — build it for efficient weapons and it is the deadliest medium gunfighter alive.
Nothing out-guns or out-tanks an engineered Corvette. The price of entry is the Federal Navy Rear Admiral grind and a ~22M rebuy, but this is the ceiling everyone else is measured against.
The only top-tier large hull you can simply buy — a Huge + three Large gunship with eight utilities and no permit or rank gate. Slow and ponderous, but overwhelming once engineered.
Nine hardpoints, eight utilities and 1044 armour make it the ultimate static gun platform — superb against scouts and at objective-style CZ work. Just never expect it to turn or duel.
If you’re grinding Federal rank toward the Corvette, the FAS is the genuinely good combat ship along the way — fast, agile and tough. Fly the Dropship to its rank, then graduate straight to this.
Two things separate a combat ship that looks good on paper from one that actually wins fights: the build, and the engineering. Neither is optional at the top end.
Every combat hull in this dossier engineers the same core set. Do them roughly in this order — quality-of-life and survival first, damage last:
| Module | Blueprint (G5) | Experimental | Engineer |
|---|---|---|---|
| Power Distributor | Charge Enhanced | Super Conduits | The Dweller |
| Power Plant | Overcharged | Thermal Spread | Hera Tani |
| Thrusters | Dirty Drive Tuning | Drag Drives | Prof. Palin |
| Shield Generator | Resistance Augmented | Hi-Cap / Force Block | Lei Cheung |
| Shield Boosters | Heavy Duty | Super Capacitors | Lei Cheung |
| Bulkheads / HRPs | Heavy Duty | Deep Plating | Selene Jean |
| Multi-cannons | Overcharged | Corrosive Shell (one) / Auto Loader | Tod McQuinn |
| Lasers | Efficient | Thermal Vent | Broo Tarquin |
| FSD | Increased Range | Mass Manager | Felicity Farseer |
An A-rated combat ship is fine at a Low/Medium RES. But a Resistance-Augmented shield and a Charge-Enhanced distributor are the difference between melting and brawling — together they roughly double effective survivability and let the guns fire without choking. Engineering costs no credits, only materials and engineer unlocks; the larger the hull, the more hull-reinforcements and the bigger the shield roll, which is why the grind tier rises from Moderate (small) to Very heavy (large).
If you want the best combat ship in the game and will grind for it, the Federal Corvette (98) is the answer. If you want the best ship you can actually buy and fly today, a medium — the Krait Mk II, Python Mk II or Fer-de-Lance at the top, or the Alliance Chieftain for unbeatable value — is the rational pick. And if you’re starting out, a cheap small hull lets you learn to fight, and to engineer, without fear of the rebuy.
Figures on this page are verified against the sources below.