---
esi_data:
  fitting_stats:
    cpu_output: 140
    high_slots: 4
    low_slots: 5
    med_slots: 2
    powergrid_output: 67
    rig_slots: 3
  group: Frigate
  hull_stats:
    hp_armor: 500
    hp_shield: 350
    hp_structure: 450
  name: Punisher
  race: Unknown
  skill_requirements:
  - level: 1
    skill_id: 3331
  type_id: 597
  velocity: 355
faction: Amarr Empire
faction_group: Empire
image: /597.png
last_updated: '2026-04-21T01:13:34.024573'
ship_class: Frigate
source: eve-university
source_stats:
  armorem: 50
  armorexp: 20
  armorhp: 500
  armorkin: 25
  armortherm: 35
  bandwidth: ''
  bonuses: '<b>Amarr Frigate bonuses (per skill level):</b><br>

    10% reduction in Small Energy Turret activation cost<br>

    4% bonus to all armor resistances'
  capacitor: 400 GJ
  cargohold: "135 m\xB3"
  class: Frigate
  cpu: 140
  dronebay: ''
  externallinks: '[https://drive.google.com/file/d/1SV_sWWIinoheBaGZgL2nUVJGYwnsNJqJ/view
    T Sky''s T1 Frigate Balance Report]'
  extrahold: ''
  extraholdtype: ''
  faction: Amarr Empire
  forumlinks: ''
  grouping: Standard Frigates
  highlights1: ''
  highlights2: ''
  highlights3: ''
  highlights4: ''
  highs: 4
  hulltype: Punisher Class
  inertia: 2.9
  info: The Punisher is considered by many to be one of the best Amarr frigates in
    existence. As evidenced by its heavy armaments, the Punisher is mainly intended
    for large-scale military operations, acting in coordination with larger military
    vessels. With its damage output, however, it is also perfectly capable of punching
    its way right through unwary opponents.
  launchers: 0
  lows: 5
  mass: 1190000
  maxlockedtargets: 4
  maxvelocity: 355
  mediums: 2
  powergrid: 67
  quote: Harness the Good and punish the Evil.
  quote_attribution: The Scriptures, Book I 1:14
  reqskills: '*{{RequiredSkill|Amarr Frigate|I}}

    ** {{RequiredSkill|Spaceship Command|I}}'
  scanres: 640 mm
  sensortype: RADAR
  sensorvalue: 10 points
  shieldem: 0
  shieldexp: 50
  shieldhp: 350
  shieldkin: 40
  shieldtherm: 20
  shipid: 597
  shipimg: Punisher.jpg
  shipname: Punisher
  sigradius: 37 m
  structurehp: 450
  targetrange: 25.00 km
  tech: ''
  totaltraintime: 25m 0s
  turrets: 4
  variations: '{{Ship|Vengeance}},{{Ship|Retribution}}'
  volume: 28600
  warpspeed: 5 AU/s
  warptime: 4.78 s
  wikireferences: '[[Frigates]]<br>'
source_url: https://wiki.eveuniversity.org/Punisher
tech_level: Tech 1
title: Punisher
type_id: 597
validation_score: 1.0
---

<img src="/597.png" alt="Punisher" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />

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

## Summary

</div>
The Punisher is an Amarr Combat Frigate. The Punisher has the most base hit points, turret hardpoints and powergrid of any Tech I frigate. The ship’s bonuses to armor resistances and laser capacitor cost reinforce these advantages, making it possible to fit the Punisher for extraordinary tank and damage output. Unfortunately, the Punisher is also unique among combat frigates in having only two mid slots, which means the ship can only fit a single tackle module alongside a propulsion module. The Punisher is also very slow (especially when fitted for armor tank). As a result, the Punisher is not a strong solo PvP ship; opponents can easily keep the Punisher pilot at a distance and escape tackle. Novice Amarr solo pilots are probably better served flying the Tormentor. On the other hand, the Punisher is popular in small-ship gangs and frigate fleets where it can play the role of general damage dealer or bait, and where fleetmates can provide tackle. The Punisher is also a durable PvE frigate for Level 1 missions and for the Sisters of EVE epic arc. As a result, the Punisher is a great first frigate for new Unistas who want to learn about fitting, weapons, and defensive systems.

The Punisher is typically fit with small beam lasers, so that it can hit opponents at any range. By swapping crystal ammo on the fly, Punisher pilots can tune their optimal beam laser range between 8 and 25 km. A Punisher’s low slots are often filled with active or passive armor defense modules, and rig slots with armor rigs. The Punisher’s bonus to armor resistances pairs extremely well with frigate logistics, and a gang of Punishers and Inquisitors can be tough to break.
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## Skills

</div>
 Amarr Frigate for the armor resist bonus and Hull Upgrades to fit a strong armor tank synergize very well. Higher resists make your logi's repairs on you stronger in fleets.
 Armor Compensation skills for each damage type to make armor resistance modules even more effective.
 Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate will all help with capacitor, as the Punisher is a very cap-hungry ship.
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## Tactics

</div>
PvE-fitted Punishers follow the same basic pattern as other PvE frigates: fit a minimal active tank, an afterburner, and the biggest bonused guns you can. The Punisher’s tank and damage output make it a great beginner's PvE ship, except for one problem: the ship consumes cap like there is no tomorrow, especially when using an armor repairer. Novice Punisher pilots can address this by focusing their skill training on capacitor skills, and especially Capacitor Management, Controlled Bursts, Fuel Conservation, and Amarr Frigate.

PvP Punishers can play a variety of different roles in fleets and gangs--as traditional damage-dealers, as bait, as anti-support or anti-drone techs, just to name a few. Check with your FC on how your PvP Punisher fits into your fleet’s strategy. One thing to note is that the Punisher lacks a damage bonus for any particular weapons system, so counterintuitively it is not uncommon to see autocannons or blasters fitted onto Punishers in a fleet.

In solo PvP, you will almost always lack range control given you only have 2 mid-slots (no room for a web) so your initial positioning is everything.
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## Notes

</div>
You can add notes here.