The Guristas’ flagship is a contradiction that just works: a Caldari shield brick with Gallente drone savagery, a serpent that kills at any range and barely blinks at incoming fire. If you’ve ever wanted a PvE ship that feels like a fortress wrapped around a hive of angry drones, the Rattlesnake is it. In EVE Online 2025, it’s still the king of relaxed Level 4 missioning, null ratting, and stubborn “I will not die” solo PvE. This guide walks through why the hull is so dominant, then lays out two money-maker builds—one long-range sentry/cruise “lawnmower,” one close-range heavy-drone brawler with rapid heavies—plus skill priorities, drone choices, and piloting rhythm that make the ship sing.
Why the Rattlesnake is special in EVE Online
On paper, the Rattlesnake looks quirky: it only fields two heavy or sentry drones at a time. In practice, those drones are boosted so hard that the ship behaves like a full drone battleship and a five-launcher missile platform rolled into one. The hull’s core package combines:
- Bonuses: per-level 4% shield resist (Caldari Battleship) and 10% kinetic/thermal missile damage (Gallente Battleship), plus a role bonus that massively amplifies heavy and sentry drone damage and HP. It also inherits the modern battleship role perks to extender/plate/bulkhead HP, further cementing its brick-tank identity.
- Layout: 6 highs with 5 launcher hardpoints, 7 mids, 6 lows, and 50 Mbit/s bandwidth with a 175 m³ bay—exactly enough to field two heavy/sentry drones with juggernaut stats, while still carrying lights/mediums and spares.
In the field this translates to a ship that shrugs off incoming waves, applies steady missile DPS while the drones chew through primary targets, and has enough mids to run application and tank simultaneously. It’s forgiving for new battleship pilots and rewarding for veterans who script links and paint targets on the fly. It remains a staple for Level 4s and even dips into Level 5 mission content with max skills because the tank is outrageously comfortable.
Build #1 of Rattlesnake — “Lawnmower” Sentry + Cruise (Range Control Sniper)
What it’s for: Level 4 missions, null anomalies where you can dictate range, DED sites with long pockets. This is the classic, chill Rattlesnake experience: warp in, plant sentries, volley cruise missiles, and mow the field in wide arcs.
Core idea: Hold 70–100 km from the bulk of spawns using a Large Micro Jump Drive (LMJD) to reset distance. Sentries do the heavy lifting; cruises clean up, tag triggers at range, and erase anything your drones struggle to track. An LMJD turns terrifying close-range spawns into slow-motion target practice. (A micro jump drive is particularly helpful on sniping fits to maintain and reset range.)
Highs (6):
- 5x Cruise Missile Launcher II (use Scourge/Inferno/Nova/Mjolnir based on rat weakness)
- 1x Drone Link Augmentor II (comfy sentry control range)
Mids (7):
- Large Micro Jump Drive
- 2x Mission-specific Shield Hardeners II (swap for rat damage)
- Multispectrum Shield Hardener II (or a third rat-specific hardener if needed)
- Large Shield Booster II or Large Shield Extender II (pick active or semi-passive flavor)
- 1x Omnidirectional Tracking Link II (swap scripts for drone range/tracking)
- 1x Missile Guidance Computer II (Precision script for frigates, Range for far pockets)
Lows (6):
- 3x Drone Damage Amplifier II
- 2x Ballistic Control System II
- Damage Control II or Shield Power Relay II (SPR if you bias to passive recharge)
Rigs (3 Large):
- 2–3x Core Defense Field Purger (II if you can afford) for passive sustain or
- 1x Hydraulic Bay Thrusters + 1x Warhead Rigor Catalyst + 1x Purger if you want more missile application
Drones:
- Sentry Flight: Wardens for kinetic (Guristas/Serpentis), Bouncers for EM/Thermal (Sansha/Blood), Curators (Therm/EM blend), Gardes (short-range Therm).
- Backup: 5x Light drones (kill scrambling frigates), 5x Mediums for cruisers, spare heavies/sentries.
Ammo & scripts:
- Cruise: match the rat hole—Kinetic vs Guristas/Serpentis, EM vs Sansha/Blood, Explosive vs Angels.
- Omni Link: range script for far pockets, tracking script for brawling frigates on top of your sentries.
How it plays: On warp-in, bookmark a wreck, burn to 70–90 km from the main clump, drop sentries, and start painting primaries while cruises volley from safety. If spawns close or new waves land on you, LMJD 100 km and keep the lawnmower moving. Watch for fast frigates—pull sentries when tackle closes and redeploy after a jump. Actively swap Omni scripts: range when you’re sniping battleships, tracking when elite frigates slip under your sentries.
Why this works: Sentries get enormous hull bonuses to damage and HP on this ship, so even only two of them feel like a full wing. Meanwhile your cruise launchers add reliable, selectable damage that aligns with each faction’s resist hole, letting you speed up clears without moving.
After-action notes: This is the lowest-stress way to print ISK solo in highsec. It’s also the easiest way to learn the Rattlesnake’s “recall and redeploy” rhythm without ever being in danger.
Build #2 of Rattlesnake — Heavy Drone + Rapid Heavies (Brawler/Anomaly Shredder)
What it’s for: Null ratting in crowded systems, combat anomalies that drop spawns on your head, missions with lots of cruisers and BCs where application matters more than pure paper DPS.
Core idea: Trade some raw range for brutal application: Heavy drones tear through battleships and BCs while Rapid Heavy Missile Launchers (RHMLs) delete cruisers and elite frigates in fast bursts. You cycle RHML clips to wipe problem waves, accept the long ~35s reload, and then lean on your drones while the launchers are cycling.
Highs (6):
- 5x Rapid Heavy Missile Launcher II
- 1x Drone Link Augmentor II (or swap to a utility high like a Smartbomb for frigates if you’re careful)
Mids (7):
- 2x Mission/rat-specific Shield Hardeners II
- 1x Multispectrum Shield Hardener II
- 1x Large Shield Booster II (active tank helps between RHML reloads)
- 1x Large Micro Jump Drive or 100MN Afterburner (your choice: reset vs sustained speed)
- 1x Target Painter (huge for RHML application vs cruisers/frigs)
- 1x Omnidirectional Tracking Link II (tracking script for heavies)
Lows (6):
- 3x Drone Damage Amplifier II
- 2x Ballistic Control System II
- Damage Control II
Rigs (3 Large):
- 2x Warhead Rigor Catalyst + 1x Hydraulic Bay Thrusters (max RHML application) or
- 2x Core Defense Capacitor Safeguard + 1x Anti-EM Screen if you prefer longer booster windows
Drones:
- Heavy set that matches rat weakness (e.g., Vespas for kinetic, Praetors for EM/Thermal targets, Berserkers for explosive-biased rats). Keep a flight of lights for scrams. Use Geckos if you own them; the Rattlesnake’s bonuses synergize extremely well with Guristas drones.
How it plays: Launch heavies, paint the primary, burst RHMLs to delete the most annoying cruisers and elite frigs first, then let heavies chew during the 35-second reload window. Use AB to keep transversal manageable and to reduce incoming DPS, or MJD to bounce out if a wave lands on top of you. Expect a punchier, more “hands-on” rhythm than the sentry sniper.
Why this works: RHMLs are cruiser-class warheads on a battleship frame: phenomenal application in bursts with a long reload; the Snake’s drones backfill DPS during those downtimes. You’re never doing nothing—either you’re bursting, reloading while the drones maul, or repositioning for the next clip.
Choosing damage types (missiles & drones)
for Rattlesnake Missiles are the easy part: pick warheads to hit the rat hole. In broad strokes, Kinetic vs Guristas/Serpentis, EM vs Sansha/Blood, Explosive vs Angels. Drones follow the same logic: Caldari (kinetic) drones shine against Guristas/Serpentis; Amarr (EM) drones are solid versus Sansha/Blood; Minmatar drones do best against Angels. Having two light flights is wise for elite frigates that web/scram. Swapping hardeners to match the incoming damage from each faction speeds your clears and keeps your tank efficient.
EVE Skill priorities that matter for Rattlesnake
The Rattlesnake feels powerful early, but certain skills make it effortless:
- Caldari Battleship & Gallente Battleship IV/V: more resist and missile damage per level; it’s tangible EHP and DPS.
- Drones V + Drone Interfacing IV/ V: the backbone of your damage budget. Sentry and Heavy Drone operations to V let you run T2.
- Missiles: Cruise Missile or Heavy Missile Specialization (for RHML) plus Warhead Upgrades/Guided Precision.
- Shield Management/Operation/Upgrades IV+: higher shield HP and better injector/booster efficiency on active fits.
- Target Painting & Missile Guidance: minimal training time, maximal application in PvE waves.
You don’t need perfect skills to fly the Snake, but pushing these lines turns a strong ship into a steamroller.
Practical piloting: the rhythm that keeps you safe
What separates a smooth Snake pilot from a stressed one is tempo. A few habits keep that tempo steady:
- Pre-align & bookmark: As you enter a pocket, align to a celestial or a personal ping; if a nasty wave lands, you can MJD and warp.
- Sentry discipline: If fast tackle breaks 30 km and your sentry hit chance collapses, recall, MJD 100 km, redeploy, continue mowing.
- Script swaps are free power: Omni Links with range scripts for long volleys, tracking scripts when frigates close—two clicks that rescue a bad wave.
- RHML pacing: With rapid heavies, front-load the most dangerous small targets, accept the ~35s reload, and use that window to reposition while heavies clean up.
- Trigger management: Don’t blindly volley the obvious battleship; missions often have specific triggers. Learn the common ones for your favorite agents.
Consumables, implants, and quality-of-life
- Ammo: Carry all four damage types for missiles; keep a few precision loads for elite frigates.
- Scripts: Range + Tracking for Omni; Range + Precision for Missile Guidance Computers.
- Boosters: Standard Blue Pill helps active boosters; Agency ‘Hardshell’ series gives a comfy resist bump for rough rooms.
- Implants: A cheap Zainou ‘Gnome’ Shield Management and a Zainou ‘Deadeye’ Rapid Launch feel great; a Squire Capacitor implant helps active fits.
- Geckos: If you own them, this hull is their natural home—the Guristas synergy is real.
When to pick Cruise vs Rapid Heavies
If you mostly run long, open pockets where you can choose range, cruise + sentry clears most consistently with minimal micromanagement. If your PvE loop is null anomalies with piles of cruiser-class rats, RHML + heavy drones erases those problem ships quickly. Both are valid; the choice is about application profile and how much you enjoy managing reload cycles. (Rapid launchers deliver undersized missiles at great application with small clips and long reloads by design.)
Common mistakes
- Leaving sentries in a panic: If a wave lands, don’t lose the drones—hit recall first, then MJD. Replacing T2 sentries is avoidable pain.
- Wrong damage types: Shooting thermal at Angels or EM at Guristas drags out rooms. Swap warheads and drones to exploit holes.
- Over-blinging mids: The hull already has strong tank bonuses; you don’t need to push into officer modules to be safe. Prioritize application (painter/Omni/MGC) over vanity.
- Ignoring application rigs: One Rigor (explosion radius) often speeds clears more than another tank rig.
- Fighting scrams late: Light drones exist to save your ship—sic them on scramming frigates immediately.
Quick reference table
Scenario | Recommended fit | Range band | Application tools | Piloting anchor |
---|---|---|---|---|
Level 4 missions, chill clears | Sentry + Cruise | 70–100 km | Omni Link + MGC (scripts) | LMJD → drop sentries → mow |
Null anomalies with many cruisers | Heavy + RHML | 20–60 km | Target Painter + Omni (tracking) | Burst RHMLs → reload while heavies work |
Tight pockets / mixed waves | Either (lean RHML) | 30–70 km | Painter + swap scripts on the fly | Kill smalls first, keep heavies on BS |
Example mission flow (Sentry + Cruise)
Warp in aligned to an off-grid ping. If the room is open, burn to 70 km, drop Wardens, script Omni to range and MGC to range, and start plucking web/scram frigates with cruise precision while your sentries delete battleships. When a fresh wave blooms within 20–30 km, recall, LMJD, re-drop, and continue. On Sansha/Blood arcs swap to Bouncers/Curators and EM warheads; on Guristas/Serpentis arcs stay kinetic and script tracking when elite frigs knife-fight your sentries. Keep moving in slow arcs to reduce incoming DPS; you’ll notice your shield barely dips below comfortable thresholds thanks to the hull’s resist bonus and battleship HP role perks.
Example anomaly loop (Heavies + RHML)
In null, land on a Haven or Forsaken Hub, kick out heavies that match the rats, and paint the most dangerous web/scram ships. Burst RHMLs to erase the small/medium threats first, then leave battleships to your heavies while you reload. If a spawn pins you, LMJD or AB away on a shallow kite; you’ll keep doing damage thanks to drones while the launchers cycle. Repeat until the tick hits and your wallet grins.
The Rattlesnake’s magic is how calm it makes EVE’s PvE feel. You dictate range, you choose damage types, and your drones behave like miniature capital weapons under a wall of shields. In 2025, after years of tweaks to battleship roles and quality-of-life on drone/missile application, the Snake hasn’t lost a step; if anything, it’s aged into an even more comfortable ISK machine. Start with the sentry/cruise lawnmower to learn the cadence, then pick up the heavy + RHML brawler when you want to lean into bursty application. Either way, the ship rewards pilots who think like a Guristas captain: keep your distance until it’s time to strike, let your pets do the mauling, and never give your prey a fair fight.