- Kills
- 35
- +0 in the last 90 days
- Losses
- 153
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 5%
- ISK destroyed
- 2.96B
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 35
- Losses
- 153
- Danger Ratio
- 99%
- Final Blows
- 31
- Points
- 35
ISK
- Destroyed
- 2.96B
- Lost
- 52.66B
- Balance
- -49.70B
- ISK Efficiency
- 5%
Solo
- Solo Kills
- 22
- Solo Ratio
- 63%
- Avg Kills/Day
- —
Other
- NPC Losses
- 1
- NPC Loss Ratio
- 1%
- Activity
- Inactive
Damage Dealt271.0K
Damage Ratio · 6%
Damage Taken4.3M
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
Wormhole Space Designation
Class 1 H121 P060 Q317 V301 Y790 Z647 Z971
Class 2 C125 D364 D382 G024 I182 N766 R943
Class 3 C247 L477 M267 N968 O477 O883 X702
Class 4 E175 M609 O128 T405 X877 Y683 Z457
Class 5 H296 H900 L614 M555 N062 N432 N770 V911
Class 6 A982 B041 R474 S804 U319 U574 V753 W237
Known Space Designation
High Sec A641 B274 B449 B520 D792 D845 N110 S047
Low Sec A239 C140 C391 J24
Wormhole Gate collapse times
not yet begun more than 24 hours
beginning to decay between 24 and 4 hours
reaching the end less than 4 hours
on the verge minutes
Meta item Keywords
Compact - Takes less CPU/PowerGrid to fit. Does not always reduce both.
Enduring - If it takes capacitor to use, it costs less cap to activate.
Scoped - More range than other T1/Meta variants, but usually less than T2.
Restrained - If it has a drawback, the drawback is reduced. For example, on Shield Extenders/Armor Plates this means less sig radius/mass addition, and on MWDs it means reduced sig bloom but also less cap penalty - so by extension it's more cap stable than a T1/Compact.
Precise - Better base tracking stats. Currently only available on capital-sized guns (as they're the only guns thus far to have received tiericide).
Ample - Holds more ammo per clip. Available on some subcap-sized missile launchers but not all of them. Available on all capital-sized missile launchers.
Damage Types Damage to deal Damage to resist
Blood Raiders EM/Thermal EM/Thermal
Angel Cartel Explosive/Kinetic EM/Thermal
Guristas Pirates Kinetic/Thermal Kinetic/Thermal
Mordus Legion Kinetic/EM Kinetic/EM
Rogue Drones EM/Thermal Varies
Sanshas nation Em/Thermal EM/Thermal
Serpentis Kinetic/Thermal Thermal/Kinetic
Triglavians Explosive/Thermal Thermal/Explosive
Concord Kinetic/Thermal Omni
Khanid Kingdom EM/Thermal Thermal/EM
Equilibrium Kinetic Kinetic/Thermal
Sleepers Omni Omni
Ammar EM/Thermal EM/Thermal
Caldari Kinetic/Thermal Kinetic/Thermal
Gallente Kinetic/Thermal Kientic/Thermal
Minmatar Explosive/Kinetic Explosive/Kinetic
Class 1 H121 P060 Q317 V301 Y790 Z647 Z971
Class 2 C125 D364 D382 G024 I182 N766 R943
Class 3 C247 L477 M267 N968 O477 O883 X702
Class 4 E175 M609 O128 T405 X877 Y683 Z457
Class 5 H296 H900 L614 M555 N062 N432 N770 V911
Class 6 A982 B041 R474 S804 U319 U574 V753 W237
Known Space Designation
High Sec A641 B274 B449 B520 D792 D845 N110 S047
Low Sec A239 C140 C391 J24
Wormhole Gate collapse times
not yet begun more than 24 hours
beginning to decay between 24 and 4 hours
reaching the end less than 4 hours
on the verge minutes
Meta item Keywords
Compact - Takes less CPU/PowerGrid to fit. Does not always reduce both.
Enduring - If it takes capacitor to use, it costs less cap to activate.
Scoped - More range than other T1/Meta variants, but usually less than T2.
Restrained - If it has a drawback, the drawback is reduced. For example, on Shield Extenders/Armor Plates this means less sig radius/mass addition, and on MWDs it means reduced sig bloom but also less cap penalty - so by extension it's more cap stable than a T1/Compact.
Precise - Better base tracking stats. Currently only available on capital-sized guns (as they're the only guns thus far to have received tiericide).
Ample - Holds more ammo per clip. Available on some subcap-sized missile launchers but not all of them. Available on all capital-sized missile launchers.
Damage Types Damage to deal Damage to resist
Blood Raiders EM/Thermal EM/Thermal
Angel Cartel Explosive/Kinetic EM/Thermal
Guristas Pirates Kinetic/Thermal Kinetic/Thermal
Mordus Legion Kinetic/EM Kinetic/EM
Rogue Drones EM/Thermal Varies
Sanshas nation Em/Thermal EM/Thermal
Serpentis Kinetic/Thermal Thermal/Kinetic
Triglavians Explosive/Thermal Thermal/Explosive
Concord Kinetic/Thermal Omni
Khanid Kingdom EM/Thermal Thermal/EM
Equilibrium Kinetic Kinetic/Thermal
Sleepers Omni Omni
Ammar EM/Thermal EM/Thermal
Caldari Kinetic/Thermal Kinetic/Thermal
Gallente Kinetic/Thermal Kientic/Thermal
Minmatar Explosive/Kinetic Explosive/Kinetic