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Tech 1 Frigate
Basic Fitting Information
Powergrid small.png Powergrid 25 MW
CPU small.png CPU 100 tf
High slot icon.png High Slots 2
Medium slot icon.png Medium Slots 2
Low slot icon.png Low Slots 2
Turret hardpoints.png Turrets 2
Launcher hardpoints.png Launchers 0
Rig slot.png Rig Slots 3
See Fitting for more information.
Basic Combat Attributes
Shield icon.png Shield HP 235
Armour icon.png Armour HP 305
Icon max velocity.png Max Velocity 404 m/s


Description & Bonuses

The Executioner is another newly commissioned ship of the Amarr Imperial Navy. The Executioner was designed specially to counter the small, fast raider frigates of the Minmatar Republic; thus it is different from most Amarr ships in favoring speed over defenses. With the Executioner, the Amarrians have expanded their tactical capabilities on the battlefield.

Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.



CPU : 100
Powergrid : 25
Calibration : 400

Comparison of ships using the Executioner model.

Low Slots : 2
Med Slots : 2
High Slots : 2

Launcher Hardpoints : 0
Turret Hardpoints : 2
Rig slots : 3


Structure hit points : 274
Capacity : 135 m3
Mass : 1,124,000 kg
Volume : 28,100.0 m (2,500.0 m packaged)

EM Damage Resistance : 0%
Explosive Damage Resistance : 0%
Kinetic Damage Resistance : 0%
Thermal Damage Resistance : 0%


Armor hit points : 305

Armor EM Damage Resistance : 50%
Armor Explosive Damage Resistance : 20%
Armor Kinetic Damage Resistance : 25%
Armor Thermal Damage Resistance : 35%


Shield hit points : 235
Shield recharge time : 625 seconds

Shield EM Damage Resistance : 0%
Shield Explosive Damage Resistance : 50%
Shield Kinetic Damage Resistance : 40%
Shield Thermal Damage Resistance : 20%


Capacity : 187
Recharge time : 140.63 seconds


Maximum Targeting Range : 20km
Max Locked Targets : 4
Scan Resolution : 700 mm
Radar Sensor Strength : 6
Signature radius : 33m


Max velocity : 404 m/sec
Base price : 30,000 ISK
Fusion Propulsion Strength : 4

Tech 1 : Executioner
Tech 2 : Crusader, Malediction

Skill Requirements

Primary Skill Required

Blueprint Info


Manufacturing time : 1 Hour, 40 Minutes
Research material time : 1 Days, 9 Hours, 20 Minutes
Research copy time : 2 Days, 18 Hours, 40 Minutes
Research productivity time : 1 Days, 9 Hours, 20 Minutes
Wastage factor : 0.1

Bill of materials

(Unresearched, Production Efficiency 0 - 5)



Isogen : 3 - 2
Mexallon : 176 - 143
Pyerite : 3389 - 2761
Tritanium : 3715 - 3027


Datacore - Amarrian Starship Engineering - 2
Datacore - Mechanical Engineering - 2
Occult Ship Data Interface - 1

General Tactics

Orbit at 5km and leave your afterburner on. NPCs shouldn't hit you that often, but when they do it will be for very little damage. Sometimes when you're going up to your orbit from a distance you're still going straight and this is when you may get hit for a little bit. I've seen wrecking hits of 30 or more. Don't be alarmed. Once you're in your orbit you shouldn't be getting hit. If you find yourself to be getting hit more than you like, find that named afterburner or train up Acceleration Control, Navigation, Evasive Maneuvering even for agility to make a tighter orbit faster.

If you find yourself not hitting anything, train up Motion Prediction. Also consider putting a tracking enhancer on instead of a heat sink. You will be firing very slightly slower and doing a little less damage, but you should hit more. Remember it's no good to do twice as much damage if you only hit every other time -- you really want to be landing as many actual hits as you can.

You will want to test out which crystals give you an optimal range of 5-7 km. You won't make a perfect 5km orbit; it will be something like 6 or 7 km. This is due to agility; you can make it tighter by increasing your Evasive Maneuvering skill. As skill increases (and module changes) alter your actual orbit range, you will want to keep checking crystals to see which comes closest in optimal range to your orbit range. You can also try orbiting at 10km for less of a shift in your orbit. You'll be orbiting at 10.5 or 11 km perhaps. So then find a crystal that gives you a range of 10-11 km. Probably Infrared or Radio even depending on your laser. Named ones have more range.

The Executioner is very fast and has a very low signature radius. This is one of the hardest to hit frigates in the game, approaching the difficulty of hitting an interceptor.

Recommended Setups

Fleet Support


2x Dual Light Pulse Laser I
(Dual Afocal Pulse Maser and Dual Modal Pulse Lasers are steps up. I suggest Dual Modal Pulse Lasers, they should be easy enough to come by)

1x 10mn Afterburner (Y-S8 if you can get one off escrow or somewhere). The 10mn Afterburner will be difficult to add without the use of 1 or 2 Ancillary Current Routers (

2x Micro Auxiliary Power Core
1x Heat Sink (named heat sinks are even better) or a Tracking Enhancer could be useful. (Please note that the Executioner only has 2 Low Slots).

Player vs Player


Recommended Skillset Beginner

Amarr Frigate level 4
Engineering level 3+
Energy Systems Operation level 4
Energy Management level 4
Acceleration Control level 2+
Navigation level 4
Fuel Conservation level 3+
Controlled Bursts level 2+
Motion Prediction level 2+

Recommended Specialization

Tech 2 Components wherever possible.

See also

The Executioner at EVE-Online's Item Database [1]
The Executioner at ESSDB
The Executioner Guide [2]

Template:Core Ships

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