- Kills
- 30
- +0 in the last 90 days
- Losses
- 9
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 77%
- ISK destroyed
- 1.69B
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 30
- Losses
- 9
- Danger Ratio
- 100%
- Final Blows
- 5
- Points
- 30
ISK
- Destroyed
- 1.69B
- Lost
- 499.4M
- Balance
- +1.19B
- ISK Efficiency
- 77%
Solo
- Solo Kills
- 1
- Solo Ratio
- 3%
- Avg Kills/Day
- —
Other
- NPC Losses
- 0
- NPC Loss Ratio
- 0%
- Activity
- Inactive
Damage Dealt15.3K
Damage Ratio · 20%
Damage Taken62.9K
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
If the enemy is in range, so are you.
Incoming fire has the right of way.
Try to look unimportant, they may be low on ammo.
Professionals are predictable, it's the amateurs that are dangerous.
The enemy invariably attacks on two occasions: when you're ready for them, and when you're not ready for them.
Teamwork is essential, it gives them someone else to shoot at.
The enemy diversion you have been ignoring will be the main attack.
If your attack is going well you have walked into an ambush.
Anything you do can get you shot, including nothing.
Make it tough enough for the enemy to get in and you won't be able to get out.
If you're short of everything but the enemy, you're in a war zone.
When you have secured an area don't forget to tell the enemy.
Never forget that your weapon is made by the lowest bidder.
Remember, once you pull the pin, Mr. Hand Grenade isn't your friend any more.
Incoming fire has the right of way.
Try to look unimportant, they may be low on ammo.
Professionals are predictable, it's the amateurs that are dangerous.
The enemy invariably attacks on two occasions: when you're ready for them, and when you're not ready for them.
Teamwork is essential, it gives them someone else to shoot at.
The enemy diversion you have been ignoring will be the main attack.
If your attack is going well you have walked into an ambush.
Anything you do can get you shot, including nothing.
Make it tough enough for the enemy to get in and you won't be able to get out.
If you're short of everything but the enemy, you're in a war zone.
When you have secured an area don't forget to tell the enemy.
Never forget that your weapon is made by the lowest bidder.
Remember, once you pull the pin, Mr. Hand Grenade isn't your friend any more.