- Kills
- 5
- +0 in the last 90 days
- Losses
- 44
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 1%
- ISK destroyed
- 58.8M
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 5
- Losses
- 44
- Danger Ratio
- 100%
- Final Blows
- 2
- Points
- 5
ISK
- Destroyed
- 58.8M
- Lost
- 10.32B
- Balance
- -10.27B
- ISK Efficiency
- 1%
Solo
- Solo Kills
- 1
- Solo Ratio
- 20%
- Avg Kills/Day
- —
Other
- NPC Losses
- 0
- NPC Loss Ratio
- 0%
- Activity
- Inactive
Damage Dealt7.4M
Damage Ratio · 95%
Damage Taken407.0K
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
Murphy's Laws of Interstellar Combat
If it's stupid, but it works, it isn't stupid.
If your attack is going really well, it's an ambush
No plan survives contact with the enemy
The diversion you are ignoring is the main attack
The enemy invariably attacks on two occassions: When are you ready, and when you are not
A retreating enemy is just falling back and regrouping
The easy route is always warp bubbled
Teamwork is essential; it gives the enemy other people to shoot at
Never draw fire, it irritates everyone around you
If the enemy is within range, so are you.
Anything you do can get you podded, including nothing.
Make it too tough for the enemy to get in, and you will not be able to get out.
The cavalry doesn't always come to the rescue.
The one item you need is always in short supply
The enemy never watches, until you make a mistake
Combat experience is something you don't get until after you need it.
There is always a way, and it usually doesn't work
If it's stupid, but it works, it isn't stupid.
If your attack is going really well, it's an ambush
No plan survives contact with the enemy
The diversion you are ignoring is the main attack
The enemy invariably attacks on two occassions: When are you ready, and when you are not
A retreating enemy is just falling back and regrouping
The easy route is always warp bubbled
Teamwork is essential; it gives the enemy other people to shoot at
Never draw fire, it irritates everyone around you
If the enemy is within range, so are you.
Anything you do can get you podded, including nothing.
Make it too tough for the enemy to get in, and you will not be able to get out.
The cavalry doesn't always come to the rescue.
The one item you need is always in short supply
The enemy never watches, until you make a mistake
Combat experience is something you don't get until after you need it.
There is always a way, and it usually doesn't work