- Kills
- 3
- +0 in the last 90 days
- Losses
- 35
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 4%
- ISK destroyed
- 725.6M
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 3
- Losses
- 35
- Danger Ratio
- 97%
- Final Blows
- 1
- Points
- 3
ISK
- Destroyed
- 725.6M
- Lost
- 16.39B
- Balance
- -15.66B
- ISK Efficiency
- 4%
Solo
- Solo Kills
- 0
- Solo Ratio
- 0%
- Avg Kills/Day
- —
Other
- NPC Losses
- 1
- NPC Loss Ratio
- 3%
- Activity
- Inactive
Damage Dealt51.1K
Damage Ratio · 5%
Damage Taken1.1M
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
ww-Smallest to Largest SiteWhat can be said about Malcom that has not alreay been said....
Burrow > Hideaway > Refuge > Rally Point > Den > Yard > Port > Hub > Haven > Sanctum
-Easiest to Hardest Site-
Hidden > Forsaken > Forlorn
Hardeners to use (primary/secondary):
Angels - Expl/Kin
Amarr Navy - EM/Therm
Blood Raiders - EM/Therm
Caldari Navy - Therm/Kin
Gallente Navy - Kin/Therm
Guristas - Kin/Therm
Khanid - Therm/EM (other damage types often mixed in)
Mercenary - EM/Therm (Kin missiles)
Mordus - Kin/Therm
Odamian - Kin/Therm
Rogue Drones - Exp/Kin with some EM (queens and rulers)
Rogue Pirate - all types, no focus
Sansha - EM/Therm
Serpentis - Kin/Therm
1st = Fully effective (100%)
2nd ≈ 87% effectiveness
3rd ≈ 57% effectiveness
4th ≈ 28% effectiveness
5th ≈ 10% effectiveness
6th ≈ 3% effectiveness
2nd ≈ 87% effectiveness
3rd ≈ 57% effectiveness
4th ≈ 28% effectiveness
5th ≈ 10% effectiveness
6th ≈ 3% effectiveness
Main damage types used against these rats:
* Guristas (Caldari) - Kinetic
* Angel (Minmatar) - Explosive
* Blood (Amarr) - EM/Thermal
* Sansha (Amarr) - EM/Thermal
* Serpentis (Gallente) - Thermal
* Khanid (Amarr) - EM/Thermal
* Mordus (Caldari) - Kinetic/Thermal
* Mercenary - Thermal
* Amarr Navy - Thermal
30 minutes for the Small Asteroid Cluster
1 hour for the Medium Asteroid Cluster
2 hours for the Large Asteroid Cluster variants
4 hours for the Enormous Asteroid Cluster variants
5 hours for the Colossal Asteroid Cluster variants
Burrow > Hideaway > Refuge > Rally Point > Den > Yard > Port > Hub > Haven > Sanctum
-Easiest to Hardest Site-
Hidden > Forsaken > Forlorn
Hardeners to use (primary/secondary):
Angels - Expl/Kin
Amarr Navy - EM/Therm
Blood Raiders - EM/Therm
Caldari Navy - Therm/Kin
Gallente Navy - Kin/Therm
Guristas - Kin/Therm
Khanid - Therm/EM (other damage types often mixed in)
Mercenary - EM/Therm (Kin missiles)
Mordus - Kin/Therm
Odamian - Kin/Therm
Rogue Drones - Exp/Kin with some EM (queens and rulers)
Rogue Pirate - all types, no focus
Sansha - EM/Therm
Serpentis - Kin/Therm
1st = Fully effective (100%)
2nd ≈ 87% effectiveness
3rd ≈ 57% effectiveness
4th ≈ 28% effectiveness
5th ≈ 10% effectiveness
6th ≈ 3% effectiveness
2nd ≈ 87% effectiveness
3rd ≈ 57% effectiveness
4th ≈ 28% effectiveness
5th ≈ 10% effectiveness
6th ≈ 3% effectiveness
Main damage types used against these rats:
* Guristas (Caldari) - Kinetic
* Angel (Minmatar) - Explosive
* Blood (Amarr) - EM/Thermal
* Sansha (Amarr) - EM/Thermal
* Serpentis (Gallente) - Thermal
* Khanid (Amarr) - EM/Thermal
* Mordus (Caldari) - Kinetic/Thermal
* Mercenary - Thermal
* Amarr Navy - Thermal
30 minutes for the Small Asteroid Cluster
1 hour for the Medium Asteroid Cluster
2 hours for the Large Asteroid Cluster variants
4 hours for the Enormous Asteroid Cluster variants
5 hours for the Colossal Asteroid Cluster variants