E:D Black Box
Two huge hardpoints, eight total mounts, 666 battleship armour and capital agility that lets a 900-tonne hull hold its guns on target like a medium ship. The Federal Corvette tops the combat rankings outright. The price of admission is the Federal Rear Admiral rank grind and a large pad.
This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.
The Federal Corvette is Core Dynamics' masterpiece and the undisputed king of combat. Two huge hardpoints — a count no other ship in the game can field — anchor an eight-mount battery, backed by a 666 base armour hull, two military slots, eleven optional internals, eight utilities and a ship-launched-fighter bay. It is a battleship that hits harder than anything else flying.
What sets it apart from the other capitals is agility. For a 900-tonne warship the Corvette turns astonishingly well, letting it hold its huge guns on target the way a much smaller ship would. The Imperial Cutter out-shields it and the Anaconda is more flexible, but for the single job of destroying other ships, nothing matches the Corvette. The catch is the climb: it sits at the very top of the Federal Navy rank ladder.
Elite combat at every scale: the toughest conflict zones, Hazardous RES, pirate massacres, Thargoid AX, PvP and wing fights. Anywhere the goal is simply to out-gun and destroy, the Corvette is the answer.
Four things make the Corvette the combat apex:
The costs are access and scale, not capability. It demands Federal Rear Admiral — one of the longest rank grinds in the game — needs a large pad, costs ~183M Cr before outfitting, and is expensive to engineer fully. The Cutter out-shields it and the Anaconda needs no rank. But for pure combat, the Corvette has no superior; the only question is whether you'll do the grind.
Two huge hardpoints — unique in the game — across an eight-mount battery, plus capital agility on a 900t hull, top the combat field outright; the only limiter is shields, where the Cutter edges it.
The 98/100 headline is a verdict against the combat role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.
| Role factor | Score | Why this score |
|---|---|---|
| Hardpoints | 30/30 | 2 Huge, 1 Large, 2 Medium, 2 Small — eight mounts anchored by a pair of huge hardpoints no other hull in the game can field, delivering alpha and sustained DPS no peer matches. Role-leading outright. |
| Power distributor | 10/10 | Class-8 power distributor, the largest available, feeds two huge guns plus six more and boost. Charge Enhanced + Super Conduits sustains the highest weapon-and-boost draw in the field. |
| Shield | 14/15 | ~516 MJ base scaling past ~2,200 MJ engineered with a 7C bi-weave and a five-booster stack — capital-class but the Imperial Cutter (rated 91) still carries the highest shields in the game, so not field-leading here. |
| Armour & internals | 15/15 | 666 battleship base armour into ~4,000+ effective, two class-5 military slots and eleven optional internals (7·7·7·6·6·5·5·4·4·3·1) for deep HRP/MRP stacking. Only the Type-10 (armour-only) plates thicker. |
| Agility | 19/20 | 198/257 m/s on a 900t hull that turns far better than any other large warship, holding its huge guns on target like a medium — the single reason it tops the rankings. Only nimbler mediums like the Fer-de-Lance (93) out-turn it absolutely. |
| Utility & flexibility | 10/10 | Eight utility mounts — a full Heavy-Duty booster, chaff, heat-sink and point-defence suite — plus an SLF bay and 4-crew capacity make it a one-ship battlefleet. Among the most flexible defensive fits in the field. |
| Weighted total | 98/100 | Matches the headline suitability rating for this ship in this role. |
Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.
Both tables rate ships for the combat role specifically. The role column is the hardpoint loadout — the raw weapon mounts behind the damage.
| Ship | Class | Hardpoints | Pros & cons vs Federal Corvette | Rating |
|---|---|---|---|---|
| Federal Corvette this | Large | 2H 1L 2M 2S | — this hull (baseline) | 98 |
| Imperial Cutter | Large | 1H 2L 4M | Highest shields in the game; fast for a large shipImperial Duke rank; far worse agility | 91 |
| Anaconda | Large | 1H 3L 2M 2S | Eight mounts; vast internals; no rank gatePonderous; one fewer huge mount | 88 |
| Imperial Clipper | Large | 2L 2M | Fastest large ship; agileOnly four mounts; far less tank | 79 |
| Type-10 Defender | Large | 4L 3M 2S | Highest armour in the game; superb AX turret tankVery slow; feeble shields; no huge mount | 78 |
The Corvette tops the large combat class and the whole game. The Cutter is the shield-tank alternative and the Anaconda the rank-free one, but neither out-fights the Corvette — two huge hardpoints and capital agility make it the definitive warship.
| Ship | Class | Hardpoints | Pros & cons vs Federal Corvette | Rating |
|---|---|---|---|---|
| Fer-de-Lance | Medium | 1H 4M | Elite duelling agility; medium pad; no rankFar less firepower, tank and scale | 93 |
| Python Mk II | Medium | 4L 2M | Four large mounts; medium pad; no rankNo huge mount; far less tank | 90 |
| Krait Mk II | Medium | 3L 2M | SLF bay; agile; medium pad; no rankFar less firepower and tank | 90 |
| Mamba | Medium | 1H 2L 2S | Fast alpha striker; medium pad; no rankFragile; far less tank | 89 |
| Alliance Chieftain | Medium | 2L 1M 3S | Agile tank; cheap; no rankA fraction of the Corvette's capability | 88 |
The top mediums offer agility, medium-pad access and no rank grind, and a skilled pilot can do almost anything in them. But none brings two huge hardpoints, capital armour and an SLF to bear. The Corvette is what you fly when you've earned the right and want the most lethal ship in the game.
At ~183M Cr the Corvette is one of the most expensive hulls in the game, and it sits behind the Federal Rear Admiral rank — a long grind from the Dropship through the FAS and Gunship. A fully engineered combat fit pushes the all-in figure past 260M Cr.
It's the capstone of a Federal combat career: you earn it by fighting your way up the navy, and once owned it's the ship you keep for the hardest combat the galaxy offers.
An apex combat fit: two huge main guns, deep shields and reinforcement, eight utilities and an SLF bay. Initial is buy-only; A-rated is the combat-ready baseline; Engineered applies the house combat pattern at battleship scale.
| Slot | Initial · buy-only | A-Rated · no eng | Engineered | Notes |
|---|---|---|---|---|
| Hardpoints | ||||
| Huge 1 | 4A Multi-Cannon (Gimballed) | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Corrosive Shell | Primary huge mount; the single Corrosive Shell strips armour resistance for the whole battery. |
| Huge 2 | 4A Multi-Cannon (Gimballed) | 4A Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Second huge mount; Auto Loader removes reloads so it never stops firing. |
| Large 1 | 3C Beam Laser (Gimballed) | 3C Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Beam for shield-stripping; Thermal Vent vents heat so it runs cold under sustained fire. |
| Medium 1 | 2F Multi-Cannon (Gimballed) | 2F Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Fill-in multi-cannon; Auto Loader keeps its DPS uninterrupted. |
| Medium 2 | 2F Pulse Laser (Gimballed) | 2D Beam Laser (Gimballed) | G5 Efficient + Thermal Vent | Buy a cheap pulse, swap to a Thermal-Vent beam once A-rated for heat-free shield work. |
| Small 1 | 1G Multi-Cannon (Gimballed) | 1G Multi-Cannon (Gimballed) | G5 Overcharged + Auto Loader | Small multi-cannon adds chip damage; Auto Loader keeps it topped up. |
| Small 2 | — | 1G Pulse Laser (Gimballed) | G5 Efficient + Phasing Sequence | Left empty on the buy-only fit; add an Efficient pulse once the hull is paid off. |
| Utility Mounts | ||||
| Utility 1 | 0A Shield Booster | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | First of the shield-booster stack; Heavy Duty multiplies the bi-weave's raw MJ. |
| Utility 2 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Stacked Heavy-Duty booster — the cheapest large gain in shield strength. |
| Utility 3 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Third Heavy-Duty booster; diminishing returns set in but it still pays. |
| Utility 4 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fourth booster rounds out the shield stack before utilities turn to defence. |
| Utility 5 | — | 0I Chaff Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds chaff salvos. Chaff spoils gimballed and turreted fire. |
| Utility 6 | — | 0I Heat Sink Launcher | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets. |
| Utility 7 | — | 0I Point Defence | G1 Ammo Capacity (no experimental effect) | Optional / low-priority — Ammo Capacity adds rounds. Point Defence shoots down incoming missiles and torpedoes. |
| Utility 8 | — | 0A Shield Booster | G5 Heavy Duty + Super Capacitors | Fifth Heavy-Duty booster in the last utility once credits allow. |
| Core Internals | ||||
| Bulkheads | Lightweight Alloy | Military Grade Composite | G5 Heavy Duty + Deep Plating | |
| Power Plant | 8E Power Plant | 8A Power Plant | G5 Overcharged + Thermal Spread | Powers eight guns, SLF, a big shield and cells; Overcharged adds headroom, Thermal Spread bleeds the extra heat. |
| Thrusters | 7E Thrusters | 7A Thrusters | G5 Dirty Drive Tuning + Drag Drives | A-rated + Dirty Drives preserve the capital agility that defines the Corvette. |
| Frame Shift Drive | 6E Frame Shift Drive | 6A Frame Shift Drive | G3 Increased Range + Mass Manager | A-rated to move a 900t hull between fights; only G3 range — combat doesn't need a jump monster. |
| Life Support | 5E Life Support | 5D Life Support | G5 Lightweight (no experimental effect) | D-rate to save mass, Lightweight trims more; life support has no experimental effect. |
| Power Distributor | 8E Power Distributor | 8A Power Distributor | G5 Charge Enhanced + Super Conduits | A-rate this FIRST — two huge guns plus boost drain the class-8 distributor faster than anything else. |
| Sensors | 8E Sensors | 8D Sensors | G5 Lightweight (no experimental effect) | Drop to D and go Lightweight; combat needs no sensor range, so save the mass. |
| Fuel Tank | 5C Fuel Tank | 5C Fuel Tank | (No blueprint available) | Stock tank; fuel capacity is fixed and cannot be engineered. |
| Military Slots | ||||
| Military 1 | 5D Hull Reinforcement | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Heavy-Duty hull reinforcement is the cheapest large multiplier on effective armour. |
| Military 2 | — | 5D Module Reinforcement | (No blueprint available) | Module Reinforcement spreads penetrating-hit damage across internals; not engineerable. |
| Optional Internals | ||||
| Size 7 | 7E Shield Generator | 7C Bi-Weave Shield Generator | G5 Reinforced + Hi-Cap | Bi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more. |
| Size 7 | 7E Cargo Rack | 7A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 7 | — | 7D Fighter Hangar | (No blueprint available) | SLF bay adds a second gun platform that draws fire; hangars are not engineerable. |
| Size 6 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Hull reinforcement caps at size 5, so a 5D HRP under-fills this size-6 slot for max effective armour. |
| Size 6 | — | 5D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Second 5D HRP (HRP's largest) under-filling a size-6 slot — armour stacks linearly. |
| Size 5 | — | 5A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 5 | — | 5D Module Reinforcement | (No blueprint available) | Module Reinforcement protects the cores; not engineerable. |
| Size 4 | — | 4D Hull Reinforcement | G5 Heavy Duty + Deep Plating | More Heavy-Duty hull where the slot allows. |
| Size 4 | — | 4D Module Reinforcement | (No blueprint available) | More internal protection for the modules that keep you flying. |
| Size 3 | — | 3A Shield Cell Bank | G4 Specialised (no experimental effect) | Optional / low-priority — Specialised cuts the cell bank's heat and power spike. Burst shield healing for emergencies. |
| Size 1 | — | 1D Hull Reinforcement | G5 Heavy Duty + Deep Plating | Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data. |
| Open in planner / Export | ||||
| Open in Coriolis | open | open | open | One-click open at coriolis.io. |
| Open in EDSY | open | open | open | One-click open at edsy.org. |
| Copy SLEF | Copies the raw Ship Loadout Export Format for that state. | |||
The Corvette's identity is its pair of huge hardpoints — huge multi-cannons (one Corrosive) deliver alpha nothing else can. Build the rest of the ship to keep those two guns firing and on target.
Earn Rear Admiral, buy the hull, and fit a stock 7E Shield Generator plus a 5D Hull Reinforcement in the first military slot — even E-rated cores, stock Lightweight Alloy bulkheads and a basic shield make it a fortress.
Arm the two huge mounts with 4A Multi-Cannons (Gimballed) and fill out the battery buy-only: a 3C Beam Laser for shield-stripping, plus a 2F Multi-Cannon, a 2F Pulse Laser and a 1G Multi-Cannon. The last small hardpoint stays empty until A-rating.
Only one 0A Shield Booster goes on buy-only. Reinforced bulkheads, the fighter bay, the second military slot, the rest of the utilities and the deep optional reinforcement all wait for the A-rated pass — the buy-only fit is a working warship, not yet the full battlefleet.
A-rating priority for the apex warship:
The full house combat pattern at apex scale. Pin blueprints for remote G1→G5 application; visit in person for experimentals.
| Module | Blueprint | Experimental | Engineer |
|---|---|---|---|
| Power Plant (8) | Overcharged (G5) | Thermal Spread | Hera Tani |
| Thrusters (7) | Dirty Drive Tuning (G5) | Drag Drives | Professor Palin / Mel Brandon |
| Multi-Cannons | Overcharged (G5) | Corrosive Shell (one) / Auto Loader (rest) | Tod McQuinn |
| Beam & Pulse Lasers | Efficient (G5) | Thermal Vent | Broo Tarquin |
| Power Distributor (8) | Charge Enhanced (G5) | Super Conduits | The Dweller |
| Shield Generator (7) | Reinforced (G5) | Hi-Cap | Lei Cheung |
| Bulkheads | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Hull Reinforcement | Heavy Duty (G5) | Deep Plating | Selene Jean |
| Shield Boosters | Heavy Duty (G5) | Super Capacitors | Didi Vatermann |
Heavy — G5 across class-8 cores, eight weapons (including two huge) and a deep capital defensive suite; among the largest material spends for any combat hull. With a complete inventory it's spend, not farm. Ask for exact per-blueprint counts to verify reserves before committing.
Approximate progression across the three states (figures are representative, not exact rolls):
| Stat | Initial | A-rated | Engineered |
|---|---|---|---|
| Top speed (boost) | 257 m/s | 257 m/s | ~320 m/s |
| Shield (MJ) | ~720 | ~1,000 | ~2,200+ |
| Armour (eff.) | 666 | ~1,600 | ~4,000+ |
| Sustained DPS | elite | elite | unmatched (2 huge) |
| Agility | good (for capital) | good | excellent (for capital) |
The A-rated jump in effective armour comes from swapping stock Lightweight Alloy for Military Grade Composite bulkheads and loading every reinforcement slot — the size-1 optional now adds a Hull Reinforcement instead of a useless surface scanner. Engineered, the Corvette is the most lethal ship in the game: two huge guns plus six more delivering unmatched DPS, a 2,200 MJ shield, effective armour into the thousands, and capital agility that keeps it all on target. The grind to reach it is long — the warship at the end is worth it.
The Federal Corvette is the most lethal ship in Elite Dangerous: two huge hardpoints, eight mounts, battleship armour and — uniquely — capital agility that keeps it all on target. The Cutter out-shields it and the Anaconda needs no rank, but nothing out-fights it. Earn the Rear Admiral rank, and the best warship in the game is yours.
Figures on this page are verified against the sources below.