To sit in the command throne of a Paladin is to feel the weight of centuries of Amarr tradition fused with cutting-edge warfare technology. This vessel isn't merely a warship; it's a floating cathedral of destruction, a testament to the Amarr Empire's unwavering faith in divine righteousness and overwhelming firepower. As you power up its systems, the hum of massive energy turrets charging resonates through the hull like a choir of angels preparing for battle. The Paladin represents the pinnacle of Amarr engineering—a Marauder-class battleship that combines devastating long-range firepower with incredible resilience, capable of projecting authority across any battlefield in New Eden .
In EVE Online 2025 the Paladin remains one of the cleanest, most reliable PvE money-printers you can fly. Unlike its more versatile counterparts, the Paladin specializes in delivering precision annihilation from staggering distances while weathering incredible amounts of punishment. Flying this ship isn't just about completing missions or earning ISK—it's about embracing a playstyle where positioning and patience are rewarded with unmatched destructive capability. Whether you're cleansing heresy from the mission hubs of high-security space or defending nullsec sovereignty, the Paladin offers a unique blend of firepower and fortitude that few other ships can match .
Understanding the Paladin's Core Identity in EVE Online
The Paladin's dominance stems from its specialized bonus structure and role-specific capabilities. As a Marauder, it gains access to the powerful Bastion Module that transforms it into an immobile fortress with massively enhanced damage output and tanking capabilities. The ship's specific bonuses make it particularly lethal when armed with large energy turrets, the preferred weapon system of the Amarr Empire.
The Paladin's bonus structure includes:
- 7.5% bonus to Armor Repairer amount per level
- 5% bonus to Large Energy Turret damage per level
- 10% reduction in Large Energy Turret activation cost from Amarr Battleship skill
- 5% bonus to Large Energy Turret optimal range from Amarr Battleship skill
- 100% bonus to Large Energy Turret damage (role bonus)
- 100% bonus to Tractor Beams range and velocity (role bonus)
These bonuses create a vessel that excels at sustained engagements where it can establish a position and eliminate targets methodically. The Paladin particularly shines against factions like the Sansha's Nation and Blood Raiders, whose damage profiles play to its armor tanking strengths. However, its versatility allows it to be configured for virtually any PvE content through careful fitting choices.
Key Advantages:
- Exceptional optimal range allowing engagement beyond retaliation range of most NPCs
- Massive damage output when using Tachyon Beam Lasers with appropriate crystals
- Superior armor tanking capabilities that can be enhanced further in Bastion mode
- Capacitor-efficient weapon system that minimizes stability concerns
- Integrated tractor beam bonus for convenient loot collection
Essential Skills for the Aspiring Paladin Pilot
Flying a Paladin effectively requires significant investment in both support and specialized skills. While the ship can be flown with minimum prerequisites, its true potential only unlocks with proper training .
Core Competencies:
- Amarr Battleship V: This is non-negotiable for maximizing the ship's damage potential and range bonuses.
- Marauders IV/V: This skill directly enhances your damage output and repair amount—at level V, it provides a 37.5% bonus to armor repairer amount and 25% bonus to large energy turret damage.
- Advanced Weapon Upgrades V: Essential for fitting the Bastion Module and managing powergrid requirements.
- Energy Grid Upgrades V: Works alongside AWU V to enable Bastion Module fitting and improve capacitor stability.
- Large Pulse Laser Specialization / Large Beam Laser Specialization: Required for using T2 ammunition and maximizing damage.
Support Skills:
- Repair Systems V: Improves the effectiveness of your armor repairers.
- Trajectory Analysis IV/V: Enhances tracking computer effectiveness for better application.
- Capacitor Systems Operation & Management IV+: Improves capacitor stability for sustained operation.
- Drone Interfacing IV+: Although the Paladin only fields light drones, skill here improves their damage against smaller targets.
Skill Training Priority Table
Priority Level | Skill Name | Recommended Level | Training Time |
---|---|---|---|
Critical | Amarr Battleship | V | ~28 days |
Critical | Marauders | IV | ~21 days |
Critical | Advanced Weapon Upgrades | V | ~28 days |
High | Large Pulse Laser Specialization | IV | ~10 days |
High | Repair Systems | IV | ~6 days |
Medium | Capacitor Management | IV | ~5 days |
Medium | Drone Interfacing | IV | ~12 days |
Core Fitting Philosophy: Balancing Tank, Damage, and Utility
Fitting a Paladin requires careful balancing of three competing demands: your active armor tank, your damage output, and your utility modules. The ship's slot layout (8 high, 4 mid, 7 low) provides considerable flexibility but requires thoughtful planning to maximize effectiveness .
The Tanking Choice: Active Armor
The Paladin naturally excels with an active armor tank thanks to its bonus to armor repairer amount:
- Use a Large Armor Repairer II as your primary repair module
- Include Energized Adaptive Nano Membrane II for overall resistance
- Add Armor Hardener IIs specific to the NPC damage type you're facing
- Always include a Damage Control II for its comprehensive resistance bonus
Weapon System: Pulse vs. Beam Lasers
The eternal debate among Paladin pilots centers on weapon choice:
- Pulse Lasers: Better for closer-range engagements (typically under 40km), higher DPS, better tracking
- Beam Lasers: Superior for extreme range sniping (70km+), lower DPS but better application at distance
Most pilots prefer Tachyon Beam Laser IIs for their extreme optimal range, using Multifrequency crystals for close targets and Standard/Radio crystals for extreme distances .
Utility Considerations:
- Micro Jump Drive: Essential for repositioning and managing range
- Tracking Computer II: Improves optimal range and tracking speed
- Capacitor Booster: Provides emergency capacitor for extended engagements
- Drone Link Augmentor: Enhances control range for your combat drones
EVE PvE Fitting Examples for Paladin
Paladin Build #1 — Bastion Sniper (Long-Range, Low Stress)
Slot | Module |
---|---|
Highs (8) | 4× Mega Pulse Laser II (Scorch / Conflag / MF as needed) 1–2× Small Tractor Beam II / Salvager II (optional) 1× Bastion Module II |
Mids (4) | Large Micro Jump Drive 2× Tracking Computer II (Optimal / Range scripts) Cap Recharger II or Sensor Booster II (flex) |
Lows (7) | Large Armor Repairer (X-type or faction if available) 3× Heat Sink (Imperial Navy / T2) Damage Control II Capacitor Power Relay II or Energized Adaptive Nano Membrane II |
Rigs (2 Large) | Large Trimark Armor Pump II (raw armour HP boost) Large Capacitor Control Circuit II (cap recharge / sustain for reps and lasers). |
Ammo & Scripts | Crystals: Scorch, Conflagration, Multifrequency, Radio/X-ray Scripts: Tracking / Optimal / Range |
Drones | 5× Light drones (tackle frigs) 5× Medium drones (cruisers) |
Why these two rigs? Trimark gives raw EHP that benefits both passive and burst rep windows; a capacitor rig helps sustain active reps and long-range laser volleys during Bastion cycles.
How to Fly It:
- Warp to mission site at 70km
- Immediately activate Micro Jump Drive to create distance (100km)
- Deploy drones and assign them to frigates
- Engage larger targets with appropriate crystals (Standard/Radio for range, Multifrequency for close)
- Use Bastion Module when stationary to maximize tank and damage
- Switch crystals based on target range and size
Paladin Build #2 — Active Brawler (Close/Mid-Range Tank)
Slot | Module |
---|---|
Highs (8) | 4× Mega Pulse Laser II (Multifrequency / Conflag for alpha) 1× Bastion Module II Optional Small Tractor Beam II / Salvager II |
Mids (4) | 100MN AB II or Large Micro Jump Drive (preference) 2× Tracking Computer II (tracking scripts) Cap Recharger II / Target Painter (flex) |
Lows (7) | Large Armor Repairer II (faction/X-type if you have it) 1600mm / 1400mm Rolled Tungsten Plate (or faction plate) 2× Heat Sink (Imperial Navy / T2) Damage Control II |
Rigs (2 Large) | Large Trimark Armor Pump II (raw armor HP) Large Auxiliary Nano Pump II (increases armor repair amount / cycles). |
Ammo & Scripts | Crystals: Multifrequency, Conflagration, Standard, Radio Scripts: Tracking for frig/cruiser waves |
Drones | 5× Heavy drones (Ogres / Praetors / Ogres for raw DPS) 5× Light drones (for scram/web frigates) |
Why these two rigs? Trimark raises baseline armor to give you more margin during rep cycles; Auxiliary Nano Pump amplifies each rep cycle so your active repper heals harder — perfect for a brawler that trades tank for application.
How to Fly It:
- Warp in at 20km and establish orbit around a central point at 15-20km
- Activate Bastion Module when properly positioned
- Use Scorch crystals for most targets, switching to Conflagration for battleships
- Monitor capacitor levels carefully as pulse lasers consume more capacitor when cycling faster
- Use Micro Jump Drive to reposition if overwhelmed
Tactics and Survival Protocols
Flying a Paladin effectively requires more than just a good fit—it demands situational awareness and smart tactical decisions .
Bastion Module Management:
The Bastion Module is both your greatest strength and most significant vulnerability. Its 60-second cycle time requires careful planning:
- Activate Bastion only when properly positioned against the primary damage source
- Time your Micro Jump Drive usage to coincide with Bastion cycling down
- Never activate Bastion when enemy tackle frigate are already at close range
- Use the Bastion's resistance bonus to weather heavy damage phases
Ammunition Selection and Management:
The Paladin's effectiveness hinges on using the right crystal for the right situation:
- Multifrequency: Highest DPS, short range (use against battleships within 15km)
- Scorch: Good balance of range and damage (ideal for most targets at 20-40km)
- Standard: Long range with reduced damage (for sniping beyond 50km)
- Radio: Extreme range with significant damage penalty (for targets beyond 70km)
Survival Against Players:
While primarily a PvE vessel, Paladins can be targeted by players:
- Always monitor local chat and intel channels when in nullsec
- Maintain an escape route and be ready to warp out at the first sign of trouble
- Use your Micro Jump Drive to create distance from unexpected arrivals
- Remember that activating Bastion makes you vulnerable—use it only in safe space
The Paladin represents more than just a ship—it embodies a philosophy of measured, overwhelming force. Flying one successfully requires patience, planning, and precision, but rewards the pilot with unparalleled capability in its designated role. This vessel will serve you faithfully as you purge heresy from the mission hubs of high-security space or defend your nullsec sovereignty from NPC incursions .
Mastering the Paladin teaches valuable lessons about positioning, ammunition management, and engagement planning that translate well to other ships in the Amarr lineup. The investment in training time and ISK is substantial, but the returns in efficiency and effectiveness are equally significant. So power up your lasers, activate your Bastion Module, and bring the light of the Amarr Empire to the darkest corners of New Eden. The path of the holy warrior awaits those with the faith to follow it