Common PvP Implants
Skill hardwirings that are useful for PvP are what most EVE players commonly think of when they think of "implants." Until very recently as of this writing, these implants were sorted on the market by the slot they took. Recently, this has been changed so that they are sorted by the bonus they grant. Still, it is often most convenient when building a clone to do so in terms of selecting one implant for each slot from six to ten.
Below is a table of the common PvP implants sorted by slot, and then in rough order of preference for each slot. In other words, implants that are more desirable are generally listed before implants that are less desirable. This list is not comprehensive but instead covers the most common selections for each slot. Rote Kapelle member Namamai was very helpful in putting together this table. Thanks, Nam!
Of course, these implants are not only for PvP; they can be quite useful for PvE as well, particularly PvE that involves ratting, incursions, wormhole ops, and running sites and plexes of all types.
The NPC company that "produces" each implant has been removed from the table for convenience. When searching for a particular implant, it is easiest to search for the final 5-6 letter code. For instance, if a Zainou 'Gypsy' Electronics EE-6## implant is what you're after, just search the market for "EE-6" and you'll be presented all the options.
Code:
Slot 6
'Rogue' Navigation NN-6## +(1-6)% ship velocity
'Gypsy' Electronics EE-6## +(1-6)% CPU
'Squire' Engineering EG-6## +(1-6)% power grid
'Squire' Energy Systems Operation EO-6## +(1-6)% faster capacitor recharge
'Noble' Repair Systems RS-6## +(1-6)% faster cycling of local armor/hull reps
'Snapshot' Torpedos TD-6## +(1-6)% torpedo damage
'Gunslinger' Small Projectile Turret SP-6## +(1-6)% small projectile turret damage
'Lancer' Small Energy Turret SE-6## +(1-6)% small energy turret damage
'Deadeye' Small Hybrid Turret SH-6## +(1-6)% small hybrid turret damage
'Snapshot' Cruise Missiles CM-6## +(1-6)% cruise missile damage
Shaqil's Speed Enhancer +8% ship velocity
Numon Family Heirloom +7% faster cycling of local armor/hull reps
'Rogue' Warp Drive Speed WS-6## +(5/8/10/13/15/18)% warp speed
Slot 7
'Snapshot' Assault Missiles AM-7## +(1-6)% HAM damage
'Snapshot' Heavy Missiles HM-7## +(1-6)% HML damage
'Gnome' Shield Management SM-7## +(1-6)% shield HP
'Gunslinger' Motion Prediction MR-7## +(1-6)% tracking speed to all turrets
'Rogue' Evasive Maneuvering EM-7## +(1-6)% ship agility
'Gypsy' Signature Analysis SA-7## +(1-6)% scan resolution
'Deadeye' Trajectory Analysis TA-7## +(1-6)% falloff range to all turrets
'Deadeye' Missile Projection MP-7## +(1-6)% travel velocity to all missiles
'Deadeye' Missile Bombardment MB-7## +(1-6)% flight time to all missiles
'Noble' Remote Armor Repair Systems RA-7## -(1-6)% capacitor usage by remote armor reps
'Squire' Energy Emission Systems ES-7## -(1-6)% capacitor usage by neuts and energy trans
'Squire' Energy Pulse Weapons EP-7## +(1-6)% faster cycling of smartbombs
Sansha Modified 'Gnome' Implant +3% shield HP and +3% shield recharge rate
Slot 8
'Squire' Energy Management EM-8## +(1-6)% capacitor size
'Gunslinger' Medium Projectile Turret MP-8## +(1-6)% medium projectile turret damage
'Lancer' Medium Energy Turret ME-8## +(1-6)% medium energy turret damage
'Deadeye' Medium Hybrid Turret MH-8## +(1-6)% medium hybrid turret damage
'Deadeye' Guided Missile Precision GP-8## -(1-6)% explosion radius to all missiles
'Rogue' Fuel Conservation FC-8## -(1-6)% capacitor usage by ABs
'Gypsy' Long Range Targeting LT-8## +(1-6)% max targeting range
'Noble' Mechanic MC-8## +(1-6)% hull HP
'Gnome' Shield Emission Systems SE-8## -(1-6)% capacitor needed to run shield transfers
Zor's Custom Navigation Hyper-Link +5% speed bonus from ABs and MWDs
Slot 9
'Lancer' Gunnery RF-9## +(1-6)% rate of fire on all turrets
'Gunslinger' Surgical Strike SS-9## +(1-6)% damage on all turrets
'Deadeye' Sharpshooter ST-9## +(1-6)% optimal range to all turrets
'Deadeye' Target Navigation Prediction TN-9## +(1-6)% explosion velocity to all missiles
'Noble' Repair Proficiency RP-9## +(1-6)% HP repaired/cycle by local armor reps
'Gnome' Shield Operation SP-9## +(1-6)% shield recharge rate
'Rogue' High Speed Maneuvering HS-9## -(1-6)% capacitor usage by MWDs
'Gypsy' Electronic Warfare EW-9## -(1-6)% capacitor usage by ECM
'Gypsy' Sensor Linking SL-9## -(1-6)% capacitor usage by damps
'Gypsy' Weapon Disruption WD-9## -(1-6)% capacitor usage by TDs
'Gypsy' Target Painting TG-9## -(1-6)% capacitor usage by TPs
'Snapshot' Light Missiles LM-9## +(1-6)% light missile damage
'Snapshot' Rockets RD-9## +(1-6)% rocket damage
Slot 10
Warfare Mindlinks (Siege, Skirmish, Armor)
'Noble' Hull Upgrades HG-10## +(1-8)% armor HP
'Gunslinger' Large Projectile Turret LP-10## +(1-6)% large projectile turret damage
'Lancer' Large Energy Turret LE-10## +(1-6)% large energy turret damage
'Deadeye' Large Hybrid Turret LH-10## +(1-6)% large hybrid turret damage
'Deadeye' Rapid Launch RL-10## +(1-6)% rate of fire on all missile launchers
Akemon's Modified 'Noble' ZET5000 +8% armor HP
Whelan Machorin's Ballistic Smartlink +5% rate of fire on all missile launchers
The bonus for each implant is specified, and is variable based on the quality of implant chosen. For instance, the 'Rogue' Navigation NN-6 implant increases your ship's base velocity by between 1% and 6% depending on the quality of that implant chosen. In each case, the double-hash tag ("##") represents the percentage bonus desired. Normally, these bonuses are 1%, 3%, and 5%. However, specialty CONCORD implants exist for most of them as well in 2%, 4%, and 6% versions. The CONCORD implants, however, tend to be significantly more expensive than the standard types and their prices are much more variable.
Each bonus is applied to the ship characteristic mentioned. The bonuses are flat, and stack with all other bonuses applied without additional stacking penalty. For instance, if a ship has 15000 armor HP and a 'Noble' Hull Upgrades HG-1003 implant is used, the ship will have 15450 armor, 15000 * 1.03. Note in particular that each weapon system has the opportunity to receive two bonuses: a rate of fire bonus from one implant and a damage bonus particular to each weapon type from a second implant. As an example, Heavy Missiles receive a damage bonus from a slot seven implant and a rate of fire bonus from a slot ten implant.
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