Intro
In this article, I will cover the stats of ships in EVE Galaxy Conquest. The in-game stats are presented in a way that requires manual calculations to get exact numbers, so I’ve done the math for you. Below, you’ll find a table summarizing all ships and their stats in a much more digestible format.
I will also explain what each stat means and how it affects combat, as well as cover ship module classes and upgrades.
Table of Contents
For this article, I’m trying a different approach. Typically, I start with theory and then move to practical applications. This time, I’ll begin with the stats table so you can reference it immediately, followed by explanations of how these numbers are calculated and what they mean. Hopefully, this improves your user experience, as you’re more likely to return to the table. Let me know in the comments if you prefer this format!
EVE Galaxy Conquest Ship Stats Table
Disclaimer: All values are pre-calculated based on ship hull size and represent final stats. The numbers shown are for 0-star ships, ensuring an apples-to-apples comparison. Every column is sortable, allowing you to filter the list based on the stat you’re most interested in.
| Ship Name ▲▼ | HP ▲▼ | Firepower ▲▼ | Energy ▲▼ | Data Rate ▲▼ | Armor ▲▼ |
|---|---|---|---|---|---|
| Catalyst | 4800 | 2552 | 1648 | 88 | 9 |
| Rifter | 4900 | 2630 | 1665 | 90 | 10 |
| Omen | 5700 | 2643 | 1839 | 60 | 17 |
| Caracal | 4899 | 2610 | 1686 | 81 | 12 |
| Vexor | 4800 | 1869 | 2022 | 55 | 18 |
| Stormbringer | 5100 | 2667 | 1725 | 78 | 12 |
| Scythe | 3399 | 2661 | 2616 | 63 | 9 |
| Dragoon | 4200 | 2376 | 1716 | 53 | 7 |
| Griffin | 5400 | 2065 | 2090 | 100 | 11 |
| Dramiel | 4800 | 2530 | 1670 | 91 | 9 |
| Gila | 4200 | 2376 | 1716 | 47 | 9 |
| Oracle | 4600 | 2860 | 1978 | 60 | 15 |
| Drake | 7200 | 1914 | 1826 | 48 | 15 |
| Tristan | 3300 | 2570 | 1625 | 88 | 9 |
| Orthrus | 4800 | 2631 | 1686 | 81 | 12 |
| Apocalypse | 5800 | 2244 | 2244 | 47 | 17 |
| Maelstrom | 5400 | 2156 | 2024 | 64 | 17 |
| Thunderchild | 7200 | 1890 | 2047 | 17 | 35 |
| Magnate | 4600 | 2495 | 1510 | 84 | 9 |
| Heron | 5100 | 2055 | 1930 | 94 | 10 |
| Corax | 4400 | 2792 | 1824 | 72 | 10 |
| Incursus | 5100 | 2120 | 1865 | 94 | 10 |
| Algos | 4600 | 2436 | 1572 | 84 | 9 |
| Breacher | 5200 | 2415 | 1675 | 61 | 13 |
| Bellicose | 5898 | 2268 | 1635 | 45 | 8 |
| Worm | 4600 | 1760 | 1910 | 57 | 14 |
| Inquisitor | 4700 | 2520 | 2520 | 72 | 7 |
| Stratios | 3000 | 1827 | 2793 | 65 | 12 |
| Navitas | 5900 | 1530 | 1530 | 49 | 9 |
| Condor | 3900 | 2085 | 1350 | 72 | 8 |
| Tormentor | 4700 | 1800 | 1800 | 62 | 9 |
| Cruor | 4000 | 2160 | 2160 | 62 | 6 |
| Impairor | 3400 | 1330 | 1330 | 62 | 7 |
| Rokh | 5900 | 2137 | 2137 | 49 | 45 |
| Abbadon | 6300 | 2070 | 2990 | 37 | 18 |
| Maller | 3800 | 2816 | 1496 | 56 | 6 |
| Hyperion | 4800 | 2684 | 2640 | 49 | 13 |
| Vigil | 4400 | 1710 | 1710 | 80 | 9 |
Of course, modules play a crucial role, but the ship itself serves as a platform for commanders. Choosing the right ship with the proper stats is key to reinforcing your overall strategy.
Ship Stats Explained

Each ship has six main stats:
- Ships per Squad – This value is tied to another key characteristic: hull size. I will cover this in detail in the next section.
- HP (scaled with Ships per Squad) – The ship’s health pool, a familiar stat for any gamer. This determines how much damage a ship can take before being destroyed.
- Firepower (scaled with Ships per Squad) – Defines the base damage output of a ship’s auto-attacks, commander skills, and active modules that deal kinetic damage.
- Energy (scaled with Ships per Squad) – Modifies the damage of energy-based attacks and healing abilities.
- Data Rate – Determines turn order for all units in battle. The higher the Data Rate, the faster the ship acts within a turn cycle. This stat applies equally to ships and commanders, with actions queued based on raw value rankings.
- Armor – Reduces incoming damage, though its exact mechanics are still being researched. Early data suggests it primarily mitigates kinetic damage rather than energy damage. The scaling appears to be nonlinear (unconfirmed). Unfortunately, even the game masters are uncertain about its exact formula, and many armor values in the game seem incorrect. I’ll conduct a separate analysis on this in the future.
Unlike Data Rate and Armor, which remain static, HP, Firepower, and Energy scale with Ships per Squad. How does this scaling work? I’ll explain in the next section!
Ship Fleet Stats Calculation
Each ship has a “Ships per Squad” stat displayed in the top right corner. If you hold your finger over it, the tooltip states: “You can assign the same number of ships to your fleet for every 1 Ship Capacity.” However, I believe this is a typo, as there is no such term as Ship Capacity anywhere in the UI. Instead, each fleet has Squads.

When managing your fleet in the hangar, you can see the number of squads at the bottom of the screen, typically ranging from 1 to 30,000. To replenish one fleet squad, you need 1 Component, which is crafted by an Assembly Array using 10 Ore, 10 Ice, and 20 Gas.
EVE Galaxy Conquest follows the same hull size classifications as EVE Online when determining ship classes. This means:
- 1 Fleet Squad = 5 ships for a Frigate
- 1 Fleet Squad = 4 ships for a Destroyer
- 1 Fleet Squad = 3 ships for a Cruiser
- 1 Fleet Squad = 2 ships for a Battlecruiser
- 1 Fleet Squad = 1 ship for a Battleship
This ship count acts as a multiplier for HP, Firepower, and Energy.
For example:
- If a Frigate has 1,000 HP, then a full Fleet Squad of Frigates has 5,000 HP (1,000 HP × 5 ships).
- If a Cruiser has 700 Firepower, then a full Fleet Squad of Cruisers has 2,100 Firepower (700 Firepower × 3 ships).
Ship Star Upgrades
The Ship Star Upgrade system enhances three raw stats (HP, Firepower, and Energy) while also providing additional effects to ship modules through Mutaplasmids.

Unlike Commander upgrades, ship upgrades on certain vessels offer massive bonuses—sometimes game-changing. By adding meaningful enhancements to existing modules, they can shift playstyles, redefine tactics, and influence Commander loadouts.
| Red Star Level | HP Increase % | Firepower Increase % | Energy Increase % |
|---|---|---|---|
| 1 | 6.6 | 6.7 | 6.8 |
| 2 | 6.5 | 6.7 | 6.3 |
| 3 | 6 | 6 | 6 |
| 4 | 5.5 | 5.5 | 5.5 |
| 5 | 18.2 | 18.3 | 18.1 |
As the upgrade level increases, the percentage of stat growth slightly decreases. However, to offset the lack of a Mutaplasmid bonus at the 5th star, there is a significant stat increase at that level. These stat changes are the same for all rarity ships, be it Rare or Legendary. Table show gains at each level, if you are interested, the difference between 0 and 5-stars is precisely +50%.
Here is how many Blueprints you need to gain each star:
⭐️ 0 to 1 -> 2+2+2+2+4 = 12 total
⭐️ 1 to 2 -> 4+4+4+4+5 = 21 (33 total)
⭐️ 2 to 3 -> 5+5+5+5+15 = 35 (68 total)
⭐️ 3 to 4 -> 15+15+15+15+25 = 85 (153 total )
⭐️ 4 to 5 -> 25+25+25+25+47 = 147 (300 total)
Other Ship Characteristics
These attributes do not directly affect stats. The first two influence combat mechanics, while the rest are mostly flavor elements. I will cover them in more detail in a combat mechanics article.
- Faction Affinity
- Formation(s)
- Hull Size
- Power (fiery icon)
- Roles
Ship Module Types
Everything explained in this section also applies to Commander abilities.

Command (Ability or Module)
Activated during the pre-phase or at the start of each turn, typically as a non-dispellable buff.
Examples:
- Some commands have duration, such as “applies for the first 3 turns”.
- Others trigger effects, e.g., “every time the ship receives damage, it does X”.
- Some combine probabilities and effects, such as “each turn, there’s a 40% chance to do X” or “for the first 3 turns, when the ship takes damage, there’s a 30% chance to Y”.
Active (Ability or Module)
Triggered during a ship or commander’s turn, based on probability. Each module or ability rolls independently.
Examples:
- “45% chance to deal kinetic damage”.
- “40% chance to apply a buff”.
Passive (Ability or Module)
Similar to Commands, but only activates when a trigger condition is met. These effects are often not visible in combat logs.
Two types of Passive Effects:
- Supplemental Enhancers: Boost specific abilities, e.g., “increases damage of ability X by 20%”—applied every time the ability activates.
- Trigger-Based: Activates under specific conditions, e.g., “when your wings attack twice, heal them for X”.
Barrage (Modules Only)
Triggered from direct attacks (auto-attacks performed by ships and drones). Once an attack occurs, each module functions like an Active module, typically with different activation probabilities and effects.
Module Upgrade Calculation
Since modules are a crucial part of ship combat, it’s worth understanding their leveling mechanics, which consist of 15 levels. Each upgrade requires ISK as the only resource.
Module Upgrade Cost Table:
| Module Level | Cost Per Level (ISK) | Cumulative (ISK) |
|---|---|---|
| 1 | 0 | 0 |
| 2 | 3000 | 3000 |
| 3 | 6000 | 9000 |
| 4 | 9000 | 18000 |
| 5 | 15000 | 33000 |
| 6 | 20000 | 53000 |
| 7 | 25000 | 78000 |
| 8 | 30000 | 108000 |
| 9 | 40000 | 148000 |
| 10 | 45000 | 193000 |
| 11 | 50000 | 243000 |
| 12 | 60000 | 303000 |
| 13 | 60000 | 363000 |
| 14 | 70000 | 433000 |
| 15 | 80000 | 513000 |
To fully upgrade a ship:
- Total ISK required to upgrade from Level 1 to Level 15: 513.000 ISK
- Fully upgrading an Epic ship with 3 modules costs 1.539.000 ISK
- Fully upgrading a Legendary ship with 4 modules costs 2.052.000 ISK
The cost progression grows pretty fast, while the buffs provided each level remain consistent. Because of this, my general recommendation is: Avoid rushing modules to Level 15 if you are short on ISK. It’s better to have four Level 8 modules than a single Level 15 module, unless it’s something exceptionally strong (or bugged)😉.
Thanks for reading! I hope you found this guide useful and that it helps you better understand the game.
Fly knowledgeably, Commander!
o7

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