- Kills
- 365
- +0 in the last 90 days
- Losses
- 123
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 92%
- ISK destroyed
- 92.29B
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 365
- Losses
- 123
- Danger Ratio
- 89%
- Final Blows
- 93
- Points
- 365
ISK
- Destroyed
- 92.29B
- Lost
- 8.54B
- Balance
- +83.75B
- ISK Efficiency
- 92%
Solo
- Solo Kills
- 24
- Solo Ratio
- 7%
- Avg Kills/Day
- —
Other
- NPC Losses
- 13
- NPC Loss Ratio
- 11%
- Activity
- Inactive
Damage Dealt45.0M
Damage Ratio · 97%
Damage Taken1.4M
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
Rules to live by in Eve:
1. If it moves, shoot it.
2. If it doesn't move, poke it with your turret & then shoot it.
3. When in doubt -- Shoot It.!!
4. Overkill works.
5. Just because it breathes doesn't mean it should.
6. If all is going well its a ambush.
7. If it's not moving shoot it anyway, it might move later
8. If it starts moving, Jam it, shoot it and call for½½½ back-up.
--------------------------------------------------------
Guristas: Kinetic/Thermal
Serpentis: Thermal / Kinetic
Blood Raider: Thermal / EM
Sanshas: EM / Thermal
Angel Cartel: Kinetic / Explosive
Minmatar Republic : Thermal / Explosive
Amarr Navy : Explosive / Thermal
Thukker Tribe : Thermal / Explosive
Mordus Legion : Thermal / Kinetic
1/10 Burrow
2/10 Hideaway
3/10 Refuge
4/10 Den
5/10 Yard
6/10 Rally Point
7/10 Port
8/10 Hub
9/10 Haven
10/10 Sanctum
Normal < Hidden < Forsaken < Forlorn
1. If it moves, shoot it.
2. If it doesn't move, poke it with your turret & then shoot it.
3. When in doubt -- Shoot It.!!
4. Overkill works.
5. Just because it breathes doesn't mean it should.
6. If all is going well its a ambush.
7. If it's not moving shoot it anyway, it might move later
8. If it starts moving, Jam it, shoot it and call for½½½ back-up.
--------------------------------------------------------
Guristas: Kinetic/Thermal
Serpentis: Thermal / Kinetic
Blood Raider: Thermal / EM
Sanshas: EM / Thermal
Angel Cartel: Kinetic / Explosive
Minmatar Republic : Thermal / Explosive
Amarr Navy : Explosive / Thermal
Thukker Tribe : Thermal / Explosive
Mordus Legion : Thermal / Kinetic
1/10 Burrow
2/10 Hideaway
3/10 Refuge
4/10 Den
5/10 Yard
6/10 Rally Point
7/10 Port
8/10 Hub
9/10 Haven
10/10 Sanctum
Normal < Hidden < Forsaken < Forlorn