- Kills
- 11
- +0 in the last 90 days
- Losses
- 61
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 11%
- ISK destroyed
- 213.9M
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 11
- Losses
- 61
- Danger Ratio
- 95%
- Final Blows
- 9
- Points
- 11
ISK
- Destroyed
- 213.9M
- Lost
- 1.78B
- Balance
- -1.56B
- ISK Efficiency
- 11%
Solo
- Solo Kills
- 4
- Solo Ratio
- 36%
- Avg Kills/Day
- —
Other
- NPC Losses
- 3
- NPC Loss Ratio
- 5%
- Activity
- Inactive
Damage Dealt74.7K
Damage Ratio · 13%
Damage Taken480.1K
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
DAMAGE TYPES:
Guristas - Kin/The
Serpentis - The/Kin
Blood Raider - The/EM
Sansha's Nation - EM/The
Angel Cartel - Kin/Exp/Thermal
Minmatar Fleet - The/Exp
Amarr Navy - EM/The
SECURITY STATUS:
Below -2 = not in 1.0 sec systems
Below -2.5 = not in 0.9 sec systems
Below -3 = not in 0.8 sec systems
Below -3.5 = not in 0.7 systems
Below -4 = not in 0.6 systems
Below -4.5 = not in 0.5 systems
-5 or below = KOS in all empire.
Engineering - maximize the power core.
Electronics - maximize the CPU.
Energy Management - maximize capacitor capacity
Energy Systems Operation - maximize rate of capacitor recharge
Mechanic - maximize hull strength.
Shield Management - maximize shield capacity.
Shield Operation - maximize rate the shield recharges (eh for Amarr)
Hull Upgrade - maximize armor strength.
Repair Systems - operate armor and hull repair modules.
Guristas - Kin/The
Serpentis - The/Kin
Blood Raider - The/EM
Sansha's Nation - EM/The
Angel Cartel - Kin/Exp/Thermal
Minmatar Fleet - The/Exp
Amarr Navy - EM/The
SECURITY STATUS:
Below -2 = not in 1.0 sec systems
Below -2.5 = not in 0.9 sec systems
Below -3 = not in 0.8 sec systems
Below -3.5 = not in 0.7 systems
Below -4 = not in 0.6 systems
Below -4.5 = not in 0.5 systems
-5 or below = KOS in all empire.
Engineering - maximize the power core.
Electronics - maximize the CPU.
Energy Management - maximize capacitor capacity
Energy Systems Operation - maximize rate of capacitor recharge
Mechanic - maximize hull strength.
Shield Management - maximize shield capacity.
Shield Operation - maximize rate the shield recharges (eh for Amarr)
Hull Upgrade - maximize armor strength.
Repair Systems - operate armor and hull repair modules.