---
esi_data:
  fitting_stats:
    cpu_output: 300
    high_slots: 5
    low_slots: 6
    med_slots: 3
    powergrid_output: 1150
    rig_slots: 3
  group: Cruiser
  hull_stats:
    hp_armor: 2300
    hp_shield: 1000
    hp_structure: 1700
  name: Maller
  race: Unknown
  skill_requirements:
  - level: 1
    skill_id: 3335
  type_id: 624
  velocity: 205
faction: Amarr Empire
faction_group: Empire
image: /624.png
last_updated: '2026-04-21T01:06:14.099431'
ship_class: Cruiser
source: eve-university
source_stats:
  armorem: 50
  armorexp: 20
  armorhp: 2300
  armorkin: 25
  armortherm: 35
  bandwidth: 15 Mbit/sec
  bonuses: <b>Amarr Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Energy
    Turret damage<br>4% bonus to all armor resistances<br>
  capacitor: 1,625 GJ
  cargohold: "480 m\xB3"
  class: Cruiser
  cpu: 300
  dronebay: "15 m\xB3"
  externallinks: ''
  extrahold: ''
  extraholdtype: ''
  faction: Amarr Empire
  forumlinks: ''
  grouping: Standard Cruisers
  highlights1: ''
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 5
  hulltype: Maller Class
  inertia: 0.476
  info: Quite possibly the toughest cruiser in the galaxy, the Maller is a common
    sight in Amarrian Imperial Navy operations. It is mainly used for military duty,
    although a few can be found in the private sector acting as escort ships for very
    important dispatches.
  launchers: 0
  lows: 6
  mass: 13150000
  maxlockedtargets: 6
  maxvelocity: 205
  mediums: 3
  powergrid: 1150
  quote: In troubled times, conviction is your best armor.
  quote_attribution: Emperor Heideran Kador VII
  reqskills: '*{{RequiredSkill|Amarr Cruiser|I}}

    ** {{RequiredSkill|Spaceship Command|II}}

    ** {{RequiredSkill|Amarr Destroyer|III}}

    *** {{RequiredSkill|Amarr Frigate|III}}

    **** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 280 mm
  sensortype: RADAR
  sensorvalue: 16 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 1000
  shieldkin: 40
  shieldtherm: 20
  shipid: 624
  shipimg: Maller.jpg
  shipname: Maller
  sigradius: 130 m
  structurehp: 1700
  targetrange: 47.50 km
  tech: ''
  totaltraintime: 19h 15m 30s
  turrets: 5
  variations: '{{Ship|Devoter}},{{Ship|Sacrilege}}'
  volume: 118000
  warpspeed: 4 AU/s
  warptime: 8.68 s
  wikireferences: ''
source_url: https://wiki.eveuniversity.org/Maller
tech_level: Tech 1
title: Maller
type_id: 624
validation_score: 1.0
---

<img src="/624.png" alt="Maller" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

<div style="display: flow-root;">

## Summary

</div>
The Maller is the toughest Tech 1 Cruiser, bar none, capable of mounting a tank equal to or better than HACs or battlecruisers. It is, however, fairly slow, and even more than most Amarr ships, difficult to fit for a new pilot. For Level 2 security missions or basic PvP damage dealing the Omen might sometimes be an easier choice.

The Maller's armor resist and medium laser damage bonuses suit it for "heavy tackle" roles, in which it holds the enemy down to relieve lighter tackle that do not have the tank to withstand damage for long. It can also perform well as a brawling damage-dealing ship, especially if supported by logistics ships such as its sibling the Augoror.

Thanks to its tanking potential, the Maller has often been used as a bait ship, getting enemies to aggress on gates or stations so that its allies can catch them. Its only substantial drawback in this role is its obviousness, and foes might be more willing to engage less well-tanked but less notorious bait ships.
<div style="display: flow-root;">

## Skills

</div>
Further information about additional or recommended skills to pilot Maller for a specific or its common role(s) can be written here.
<div style="display: flow-root;">

## Tactics

</div>
A typical sticky tackle Maller fit mounts a Damage Control, armor plating, and modules to boost further its already-impressive armor resistances in its low slots. With decent skills, the Maller can achieve well over 50,000 effective hit points.

Some kind of tackle module must go in the mid slots, and with only two other slots available there is a trade-off to be made between propulsion, dual propulsion, dual tackle (i.e. point and scram), and a web.

One or two Nosferatus in the high slots provide some help against enemies with neuts.
<div style="display: flow-root;">

## Notes

</div>
You can add notes here.
## Patch History