ShipFit: PVP – Structure Bashing Leshak

This article is meant as an overview of the Leshak Battleship and a fit for bashing structures.

A Leshak Leshaking

I am not a structure bashing expert. In fact, I really don’t like shooting structures. I spent a good portion of 2005 grinding out POS in providence during the U’K / CVA wars. Back then, to control a system you would need to have a POS on 51% of the moons in a system.

For reference, the most contested system at that time was 9UY4-H, and it has 55 moons. When CVA sieged the system, they had to kill 28 structures and replace with their own. Ushra’Khan had to defend its own POS and siege the new CVA POS as they were placed in system. This type of warfare really turned me off from further structure bashing in Eve.

I do shoot structures on occasion though. Sometimes for ransom isk, sometimes to help a friend, sometimes for abandoned loot piƱatas, and sometimes for petty revenge.

Since release, the Leshak has really shined as a structure bashing platform. The resilience of battlships, i.e. effective hit points (EHP) of battleships, lends this class of ships an edge when fighting against a structure that can put out serious damage. High EHP allows more time for friendly logistics to put remote repair systems on a targeted BS, improving survivability. The weaknesses of battleships, low speed and low maneuverability, is mostly offset during a structure bash by the simple fact that structures can’t move.

Let’s take a look at a spider tanking Leshak:

[Leshak, *Simulated Leshak Fitting]
Entropic Radiation Sink II
Entropic Radiation Sink II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
1600mm Rolled Tungsten Compact Plates
1600mm Rolled Tungsten Compact Plates
1600mm Steel Plates II
Damage Control II
Heavy F-RX Compact Capacitor Booster
Warp Scrambler II
500MN Y-T8 Compact Microwarpdrive
Heavy F-RX Compact Capacitor Booster
Large Remote Armor Repairer II
Large Coaxial Compact Remote Armor Repairer
Large Coaxial Compact Remote Armor Repairer
Heavy Gremlin Compact Energy Neutralizer
Supratidal Entropic Disintegrator II
Large Ancillary Current Router I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Warrior II x10
Vespa EC-600 x5
Ogre II x1
Tetryon Exotic Plasma L x2999
Occult L x1401
Navy Cap Booster 800 x38
Mystic L x2391

Pros of this fit:

  1. High EHP. As already mentioned, more HP means that friendly armor repair has more time to get repairs active on this ship. This fit exchanges more HP for less resists. It would also be effective to use armor resistance rigs rather than trimarks. The EHP will be reduced by ten or twenty thousand, but repair modules will more effective due to the higher resists.
  2. *Cap charges allow for the ship to function even if energy neutralizers are targeting it. Also see cons.
  3. Extended remote repair range. Leshak gets a bonus to remote armor repair range, so the three high-slot remote armor repairers have a range of 33km (T2)/28km(named).
  4. Leshak gets a sustained damage bonus. As with all Triglavian ships, the longer that the Leshak shoots the same target, the more damage it will do per shot. This fit begins firing with a damage per second (DPS) of 835.5 on the gun. After roughly 2 minutes, the gun will reach its max damage of about 2,088.75 DPS. Add a flight of 4 ogre heavy drones to that and you have a total DPS of about 2,216. This means that 3 of these ships will hit the damage cap on a structure. (No matter how many ships you have shooting at an upwell structure, you and your buddies can never do more than 5,000 DPS, anything over that is wasted)

Cons of this fit:

  1. No self repair modules. If your buddies do not get your armor repaired for you, then you just have to sit there and take the beating until you armor is gone and your fancy ship explodes.
  2. Cap Charges. Once you run out of charges, you are screwed. In high sec this is not an issue as long as you have an Orca or another ship feeding cap charges to you. This means that you have to stay fairly stationary to drag charges from a hold or can.
  3. Slow. All BS hard to maneuver and slow to warp. If you need to change position on grid or warp away before reinforcements land, you need more time than a smaller ship. Also, this fit is susceptible to being bumped by a stabber or vagabond. If you are relying on remote reps and cap charges, this is a major issue of a half decent pilot bumps you 4okm away from your friends.
  4. Low range. The highest damage ammo on this ship (Occult) is limited to a range of about 21km. If you stray or get bumped farther away, your gun turns off. Disintegration do not have a falloff range, they simply turn off when out of optimal.

Module overview


– Supratidal Entropic Disintegrator II

Triglavian weapons all share a common characteristic of increasing damage output over time. This battleship sized disintegrator increases damage by 5% every cycle, to a maximum of an additional 150% damage. Effectively a damage multiplier of 2.5 after shooting a single target without interruption for two minutes. As mentioned above, with max skills and “occult” ammo, 835.5 dps increase to 2,088.75 after 115.5 seconds (roughly 2 minutes).

Heavy Gremlin Compact Energy Neutralizer – Heavy Gremlin Compact Energy Neutralizer

I am a fan of capacitor warfare. It is hard for the bad guy to repair his ship if he does not have any cap. I use a named neut for fitting purposes. Heavy gremlin neut takes 1800 PG rather than a T2 neut, which takes 2250 PG. The trade off is 4km less range and 50GJ less neuting power.

– Large Remote Armor Repairer II

The module that makes a “Spider Tank” work. Remote armor reps are more efficient than a low slot self repair module, giving more armor per cap used. Remote reps also have a shorter cycle time meaning that is is more difficult for the targeted ship to get “alpha’d” between rep cycles. Since the Leshak gets a range bonus to these modules, this fit has slightly more flexibility while maneuvering on a grid. These modules have a 28km optimal range while fitted to a Leshak rather than a 14km range when fitted to any other battleship.


500MN Y-T8 Compact Microwarpdrive – 500MN Y-T8 Compact Microwarpdrive

If you need to get from point A to point B real fast, Microwarpdrives (MWDs) are the way to go. The 500MN Y-T8 version of the MWD gives a respectable 505% velocity bonus, improved with skill training, but also confers a 500% signature penalty. What does this mean? If you turn on the MWD while being shot with big guns or big missiles, you will get hit more often and for more damage. This is something to keep in mind when up against an upwell structure that can fire some big, high damage, missiles. Do not turn this on while webbed and under fire from a citadel as the result will be more damage to your ship. Also remember that if a Warp Scrambler (not a disruptor) is activated against your ship, the MWD will immediately turn off.

Warp Scrambler II – Warp Scrambler II

Warp scramblers (scram) do three things that are great in pvp: 1) The scram will prevent your target from entering warp. If your target was already aligning for warp when you activate the scram against them, their ship will stop aligning and drop to a speed of 0; 2) a scram will turn off the microwarpdrive of any ship that it hits; 3) a scram will prevent a ship from activating a micro jump drive. All of these results help prevent a bad guy from getting away from you. These are common to mount on any pvp ship.

Heavy F-RX Compact Capacitor Booster – Heavy F-RX Compact Capacitor Booster

Many upwell structures and many pvp ships are fitted with energy neutralizer modules. Although a cap battery can help against having your capacitor neutralized, once a capacitor is drained to 0, it regens very slowly. When up against a structure that can neutralize 1500 cap in one shot, it is likely that your capacitor will run dry. a capacitor booster uses “Cap Charges” to give a quick injection of power to your ship. The downside is that cap charges are bulky and most ships can carry only a limited supply. Be careful not to burn through your supply too quick.


Damage Control II – Damage Control II

A common module for both PVP and PVE ships, all damage controls provide a respectable resistance bonus to both armor and shields and a large damage resistance bonus to your ships structure (structure resists are typically 0 for all damage types). Although it is never a good sign if your ship begins taking structure damage, with a damage control fitted, structure HP can act as a buffer that might allow a failing tank the time needed to recover, thereby saving the day.

1600mm Steel Plates II – 1600mm Steel Plates II

Plates add hit points to the armor of your ship. They also reduce acceleration and agility. Three of these make this fit fly like a slice of lemon wrapped around a large gold brick.

Multispectrum Energized Membrane II – Multispectrum Energized Membrane II

A common module to find on both PVP and PVE fits, Multispectrum Energized Membrane II provides a modest damage resistance bonus to all of the four types of damage. Although active resistance modules, known as armor hardeners, provide a larger resistance bonus, they are active modules that use capacitor to run. If your capacitor runs dry, then your damage resistance bonus from the armor hardener fails. * Note: These modules used to be called “Energized Adaptive Nano Membrane” or “EANM” for short many pilots still refer to them as such.

For more information see the eve university page: Armor Tanking 101.

Entropic Radiation Sink II – Entropic Radiation Sink II

These increase damage to the main gun. Because the Leshak can ramp damage up to a very respectable amount even without these modules equipped, some pilots may consider removing one or both Entropic Rad Sinks in favor of more armor resist modules in the low slots.