- Kills
- 33
- +31 in the last 90 days
- Losses
- 34
- +9 in the last 90 days
- Efficiency
- ISK Efficiency 84%
- ISK destroyed
- 74.39B
- +73.80B in the last 90 days
- Activity
- Medium
- 0.3 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 33
- Losses
- 34
- Danger Ratio
- 94%
- Final Blows
- 2
- Points
- 3
ISK
- Destroyed
- 74.39B
- Lost
- 13.95B
- Balance
- +60.44B
- ISK Efficiency
- 84%
Solo
- Solo Kills
- 0
- Solo Ratio
- 0%
- Avg Kills/Day
- —
Other
- NPC Losses
- 2
- NPC Loss Ratio
- 6%
- Activity
- Medium
Damage Dealt104.2K
Damage Ratio · 14%
Damage Taken615.9K
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
Peace is brought about by walking on the corpses of your enemies.
Damage from NPCs
Guristas - Kinetic / Thermal
Serpentis - Thermal / Kinetic
Blood Raider - Thermal / EM
Sansha's Nation - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Minmatar Fleet - Thermal / Explosive
Amarr Navy - EM / Thermal
Damage to use:
Guristas - Kinetic
Serpentis - Thermal
Mordus - Thermal & Kinetic
Blood - EM & Thermal
Sansha - EM & Thermal
Angel - Explosive
Mercenary - Thermal
Corpum - EM & Thermal
Gist - Explosive
Police Response:
1.0 — 6±1 seconds.
0.9 — 6±1 seconds.
0.8 — 7±1 seconds.
0.7 — 10±1 seconds.
0.6 — 14±1 seconds.
0.5 — 19±1 seconds.
** Targeting systems **
Minmatar - Ladar
Caldary - Gravimetric
Gallente - Magnetometric
Amarr - Radar
Anomalies are ranked in difficulty (easiest to hardest)
•(Faction) Burrow
•(Faction) Hideaway
•(Faction) Refuge
•(Faction) Den
•(Faction) Yard
•(Faction) Port
•(Faction) Hub
•(Faction) Haven
•(Faction) Sanctum
Easy | Hidden
Normal | No Name
Medium. | Forsaken
Hard | Forlon
1st module: 100% effective
2nd: 87%
3rd: 57%
4th: 28%
5th:10.5%
6th:3%
Damage from NPCs
Guristas - Kinetic / Thermal
Serpentis - Thermal / Kinetic
Blood Raider - Thermal / EM
Sansha's Nation - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Minmatar Fleet - Thermal / Explosive
Amarr Navy - EM / Thermal
Damage to use:
Guristas - Kinetic
Serpentis - Thermal
Mordus - Thermal & Kinetic
Blood - EM & Thermal
Sansha - EM & Thermal
Angel - Explosive
Mercenary - Thermal
Corpum - EM & Thermal
Gist - Explosive
Police Response:
1.0 — 6±1 seconds.
0.9 — 6±1 seconds.
0.8 — 7±1 seconds.
0.7 — 10±1 seconds.
0.6 — 14±1 seconds.
0.5 — 19±1 seconds.
** Targeting systems **
Minmatar - Ladar
Caldary - Gravimetric
Gallente - Magnetometric
Amarr - Radar
Anomalies are ranked in difficulty (easiest to hardest)
•(Faction) Burrow
•(Faction) Hideaway
•(Faction) Refuge
•(Faction) Den
•(Faction) Yard
•(Faction) Port
•(Faction) Hub
•(Faction) Haven
•(Faction) Sanctum
Easy | Hidden
Normal | No Name
Medium. | Forsaken
Hard | Forlon
1st module: 100% effective
2nd: 87%
3rd: 57%
4th: 28%
5th:10.5%
6th:3%