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Kills
833
+0 in the last 90 days
Losses
106
+0 in the last 90 days
89%
Efficiency
ISK Efficiency 98%
ISK destroyed
1.09T
+0 in the last 90 days
Activity
Inactive
0 kills/day · last 90 days

Combat Record

Career-long numbers from eve-kill

Combat

Kills
833
Losses
106
Danger Ratio
85%
Final Blows
51
Points
463

ISK

Destroyed
1.09T
Lost
17.22B
Balance
+1.07T
ISK Efficiency
98%

Solo

Solo Kills
2
Solo Ratio
0%
Avg Kills/Day
—

Other

NPC Losses
16
NPC Loss Ratio
15%
Activity
Inactive
Damage Dealt8.1M
Damage Ratio · 86%
Damage Taken1.4M

Activity

What they fly, where they fight, latest kills and losses

ShipsLast 90d
SystemsLast 90d
Latest killsKillboard
Latest lossesKillboard

Most Valuable

The priciest kills in the window

Matchups

Who they kill, who kills them, what they lose

Last 90d
Killed
Killed By
Hulls LostLosses broken down by hull class.

In-game bio

The BIG Lottery

Angel (Minmatar space) : deal and are weak to explosive and kinetic damage. They use target target painters that are mostly harmless.

Serpentis (Gallente space) : deal and are weak to kinetic and thermal. They use sensor dampeners that will drop your targeting range.

Blood raiders and Sansha (Amarr space) : deal and are weak to electromagnetic and thermal. They use tracking disruptions that will hinder all turret users and neuts that will hinder ships with active tank.

Guristas (Caldari space) : deal and are weak to kinetic and thermal. They use ECM that will annoy everyone.

Rogue drones (everywhere) : deal various damage types, mostly kinetic, thermal and explosive. They are weak to electromagnetic and thermal damage.


https://wiki.eveuniversity.org/Combat_sites


NPC THEY DEAL I DEAL

ANGEL Kin/Exp (Exp)
AMARR EM/Ther (Ther)
BLOOD EM/Ther (EM)
CALDARI Kin/Ther (Ther/Kin)
GALLENTE Kin/Ther (Ther)
GURISTAS Kin/Ther (Kin)
KHANID EM/Ther (Ther)
MINMATAR Ther/Exp (Ther/Exp)
MERCENARY EM/Ther/Kin (Ther)
MORDUS Kin/Ther (Kin)
SANSHA EM/Ther (EM)
SERPENTIS Kin/Ther (Ther)
DRONES All types (EM)


1 Hideaway -> 2 Burrow -> 3 Refuge -> 4 Den -> 5 Yard -> 6 Rally Point -> 7 Port -> 8 Hub -> 9 Haven -> 10 Sanctum

*** Stacking Penalities ***
1st mod: = 100.000% effectiveness
2nd mod: = 86.912% effectiveness
3rd mod: = 57.104% effectiveness