Pilot
Inrito Dolor
GallenteGallente
- Kills
- 213
- +0 in the last 90 days
- Losses
- 165
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 85%
- ISK destroyed
- 116.93B
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 213
- Losses
- 165
- Danger Ratio
- 85%
- Final Blows
- 35
- Points
- 213
ISK
- Destroyed
- 116.93B
- Lost
- 20.61B
- Balance
- +96.32B
- ISK Efficiency
- 85%
Solo
- Solo Kills
- 15
- Solo Ratio
- 7%
- Avg Kills/Day
- —
Other
- NPC Losses
- 25
- NPC Loss Ratio
- 15%
- Activity
- Inactive
Damage Dealt2.6M
Damage Ratio · 53%
Damage Taken2.3M
Activity
What they fly, where they fight, latest kills and losses
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
Through exploration, we forward science.
Through science, we forward exploration.
** Damage types ***
Amarr Navy - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Blood Raider - Thermal / EM
Caldari - Kinetic / EM
Gallente - Kinetic / Thermal
Guristas - Kinetic / Thermal
Khanid - EM / Thermal
Mercenaries - EM / Kinetic / Thermal / Explosive
Minmatar Fleet - Thermal / Explosive
Mordu's Legion - Kinetic / Thermal
Rogue Drones - ALL Damage Types
Sansha's Nation - EM / Thermal
Serpentis - Kinetic / Thermal
Thukker Tribe - Explosive / Thermal
Damage Dealt (EM/Therm/Kin/Explos)/Recommended damage dealing
Angel Cartel 7%, 9%, 22%, 62% / Exp - target painters
Blood Raiders 50%, 48%, 2%, 0% / EM - tracking disruptors, neutralizers
Guristas Pirates 2%, 18%, 79%, 1% / Kin - ECM
Mercenaries 9%, 7%, 31%, 50% / Exp, Kin
Mordu's Legion 0%, 30%, 70%, 0% / Kin
Rogue Drones 8%, 33%, 32%, 27% / EM, All
Sansha's Nation 53%, 47%, 0%, 0% / EM - tracking disruptors
Serpentis 0%, 55%, 45%, 0% / Kin - sensor dampeners
Imperial faction
Amarr 47%, 42%, 7%, 4% / EM, Therm
Caldari 1%, 48%, 51%, 0% / Kin, Therm
Gallente 1%, 39%, 60%, 0% / Therm
Minmatar 12%, 7%, 31%, 50% / Exp, Kin
ECM Information
AMARR: Radar
MINMATAR: Ladar
CALDARI: Gravimetric
*** Core Skills for all Pilots ***
Engineering 5: to maximize the power core.
Electronics 5: to maximize the CPU.
Energy Management 5: to maximize the capacitor
capacity.
Energy Systems Operation 5: to maximize the rate
at which the capacitor recharges.
Energy Grid Upgrades 5: to reduce the CPU requirements
of installing power modules.
Mechanic 5: To maximize hull strength.
Shield Management 5: to maximize shield capacity.
Shield Operation 5: to maximize the rate at which
the shield recharges.
Hull Upgrade 5: To maximize armor strength.
Repair Systems 4: To be able to operate the best
armor and hull repair modules
Magic 14
Through science, we forward exploration.
** Damage types ***
Amarr Navy - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Blood Raider - Thermal / EM
Caldari - Kinetic / EM
Gallente - Kinetic / Thermal
Guristas - Kinetic / Thermal
Khanid - EM / Thermal
Mercenaries - EM / Kinetic / Thermal / Explosive
Minmatar Fleet - Thermal / Explosive
Mordu's Legion - Kinetic / Thermal
Rogue Drones - ALL Damage Types
Sansha's Nation - EM / Thermal
Serpentis - Kinetic / Thermal
Thukker Tribe - Explosive / Thermal
Damage Dealt (EM/Therm/Kin/Explos)/Recommended damage dealing
Angel Cartel 7%, 9%, 22%, 62% / Exp - target painters
Blood Raiders 50%, 48%, 2%, 0% / EM - tracking disruptors, neutralizers
Guristas Pirates 2%, 18%, 79%, 1% / Kin - ECM
Mercenaries 9%, 7%, 31%, 50% / Exp, Kin
Mordu's Legion 0%, 30%, 70%, 0% / Kin
Rogue Drones 8%, 33%, 32%, 27% / EM, All
Sansha's Nation 53%, 47%, 0%, 0% / EM - tracking disruptors
Serpentis 0%, 55%, 45%, 0% / Kin - sensor dampeners
Imperial faction
Amarr 47%, 42%, 7%, 4% / EM, Therm
Caldari 1%, 48%, 51%, 0% / Kin, Therm
Gallente 1%, 39%, 60%, 0% / Therm
Minmatar 12%, 7%, 31%, 50% / Exp, Kin
ECM Information
AMARR: Radar
MINMATAR: Ladar
CALDARI: Gravimetric
*** Core Skills for all Pilots ***
Engineering 5: to maximize the power core.
Electronics 5: to maximize the CPU.
Energy Management 5: to maximize the capacitor
capacity.
Energy Systems Operation 5: to maximize the rate
at which the capacitor recharges.
Energy Grid Upgrades 5: to reduce the CPU requirements
of installing power modules.
Mechanic 5: To maximize hull strength.
Shield Management 5: to maximize shield capacity.
Shield Operation 5: to maximize the rate at which
the shield recharges.
Hull Upgrade 5: To maximize armor strength.
Repair Systems 4: To be able to operate the best
armor and hull repair modules
Magic 14