- Kills
- 10
- +0 in the last 90 days
- Losses
- 27
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 62%
- ISK destroyed
- 3.27B
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 10
- Losses
- 27
- Danger Ratio
- 93%
- Final Blows
- 0
- Points
- 10
ISK
- Destroyed
- 3.27B
- Lost
- 2.00B
- Balance
- +1.28B
- ISK Efficiency
- 62%
Solo
- Solo Kills
- 0
- Solo Ratio
- 0%
- Avg Kills/Day
- —
Other
- NPC Losses
- 2
- NPC Loss Ratio
- 7%
- Activity
- Inactive
Damage Dealt1.2M
Damage Ratio · 86%
Damage Taken205.9K
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
Electronics (5% extra CPU/level)
Engineering (5% extra powergrid/level)
Energy Management (increases Capacitor capacity by 5%)
Energy Systems Operation (decreases Capacitor recharge time by 5%)
Mechanic (5% bonus to structure hp)
Hull Upgrades (5% bonus to armor hp)
Afterburner (10% bonus to Afterburner duration)
Navigation (5% bonus to sub-warp ship velocity)
Acceleration Control (5% Bonus to Afterburner and MWD speed)
Evasive Maneuvering (5% improved ship agility)
Fuel Conservation (10% reduction in Afterburner cap needs)
Warp Drive Operation (10% reduction in the Cap need of initiating warp)
Spaceship Command (2% improved ship agility)
Weapon Upgrades (5% reduction in the CPU needs of weapon turrets, launchers and smartbombs)
Advanced Weapon Upgrades (2% reduction in the PG needs of weapon turrets and launchers)
Shield Management (shield HP)
Shield Operation (shield recharge)
Shield Upgrades (PG req)