Inrito Dolor
- Creato il
- …
- Prossimo compleanno
- …
- Security status
- 5.00
Scheda di combattimento
Numeri da eve-kill, di tutta la carriera
Combattimento
- Kill
- 213
- Perdite
- 165
- Efficienza
- 56%
- Indice di pericolo
- 85%
ISK
- Distrutti
- 116.93B
- Persi
- 20.61B
- Efficienza ISK
- 85%
- Bilancio
- +96.32B
Solo
- Kill in solo
- 15
- Percentuale solo
- 7%
- Colpi finali
- 35
- Punti
- 213
Altro
- Perdite contro NPC
- 25
- Quota perdite NPC
- 15%
- Kill medie/giorno
- —
- Attività
- Inattivo
Danni
Danni inflitti2.6M
Danni subiti2.3M
Rapporto danni53%
Profilo operativo
Come combatte, con chi e contro chi — ultimi 90 giorni
Attività
Cosa vola e dove combatte
I più preziosi
Chi incontra
Chi uccide, da chi viene ucciso e cosa perde
ClassificheUltimi 90g
Scafi persiUltimi 90g
Perdite suddivise per classe di scafo.
Carriera
Le corporazioni attraversate, dalla più recente
Vector's EndDal mercoledì 31 maggio 20235 Kill3 Perdite
Federal Navy AcademyDal mercoledì 31 maggio 20230 Kill0 Perdite
Gregarious Games Mechanized FederationDal mercoledì 8 dicembre 2021176 Kill71 Perdite
Federal Navy AcademyDal mercoledì 8 dicembre 20210 Kill0 Perdite
Gunters OnlineDal giovedì 28 ottobre 20210 Kill0 Perdite
Federal Navy AcademyDal giovedì 28 ottobre 20210 Kill0 Perdite
Vector's EndDal mercoledì 27 ottobre 20210 Kill0 Perdite
Federal Navy AcademyDal mercoledì 27 ottobre 20210 Kill0 Perdite
Gregarious Games Mechanized FederationDal lunedì 14 giugno 20210 Kill0 Perdite
Vectors EndDal lunedì 19 aprile 20210 Kill0 Perdite
Federal Navy AcademyDal lunedì 19 aprile 20210 Kill0 Perdite
Pixel KnightsDal sabato 9 gennaio 20210 Kill0 Perdite
Federal Navy AcademyDal venerdì 8 gennaio 20210 Kill0 Perdite
Vectors EndDal sabato 14 novembre 202032 Kill89 Perdite
Federal Navy AcademyDal giovedì 12 novembre 20200 Kill0 Perdite
Bio in gioco
Through exploration, we forward science.
Through science, we forward exploration.
** Damage types ***
Amarr Navy - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Blood Raider - Thermal / EM
Caldari - Kinetic / EM
Gallente - Kinetic / Thermal
Guristas - Kinetic / Thermal
Khanid - EM / Thermal
Mercenaries - EM / Kinetic / Thermal / Explosive
Minmatar Fleet - Thermal / Explosive
Mordu's Legion - Kinetic / Thermal
Rogue Drones - ALL Damage Types
Sansha's Nation - EM / Thermal
Serpentis - Kinetic / Thermal
Thukker Tribe - Explosive / Thermal
Damage Dealt (EM/Therm/Kin/Explos)/Recommended damage dealing
Angel Cartel 7%, 9%, 22%, 62% / Exp - target painters
Blood Raiders 50%, 48%, 2%, 0% / EM - tracking disruptors, neutralizers
Guristas Pirates 2%, 18%, 79%, 1% / Kin - ECM
Mercenaries 9%, 7%, 31%, 50% / Exp, Kin
Mordu's Legion 0%, 30%, 70%, 0% / Kin
Rogue Drones 8%, 33%, 32%, 27% / EM, All
Sansha's Nation 53%, 47%, 0%, 0% / EM - tracking disruptors
Serpentis 0%, 55%, 45%, 0% / Kin - sensor dampeners
Imperial faction
Amarr 47%, 42%, 7%, 4% / EM, Therm
Caldari 1%, 48%, 51%, 0% / Kin, Therm
Gallente 1%, 39%, 60%, 0% / Therm
Minmatar 12%, 7%, 31%, 50% / Exp, Kin
ECM Information
AMARR: Radar
MINMATAR: Ladar
CALDARI: Gravimetric
*** Core Skills for all Pilots ***
Engineering 5: to maximize the power core.
Electronics 5: to maximize the CPU.
Energy Management 5: to maximize the capacitor
capacity.
Energy Systems Operation 5: to maximize the rate
at which the capacitor recharges.
Energy Grid Upgrades 5: to reduce the CPU requirements
of installing power modules.
Mechanic 5: To maximize hull strength.
Shield Management 5: to maximize shield capacity.
Shield Operation 5: to maximize the rate at which
the shield recharges.
Hull Upgrade 5: To maximize armor strength.
Repair Systems 4: To be able to operate the best
armor and hull repair modules
Magic 14
Through science, we forward exploration.
** Damage types ***
Amarr Navy - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal
Blood Raider - Thermal / EM
Caldari - Kinetic / EM
Gallente - Kinetic / Thermal
Guristas - Kinetic / Thermal
Khanid - EM / Thermal
Mercenaries - EM / Kinetic / Thermal / Explosive
Minmatar Fleet - Thermal / Explosive
Mordu's Legion - Kinetic / Thermal
Rogue Drones - ALL Damage Types
Sansha's Nation - EM / Thermal
Serpentis - Kinetic / Thermal
Thukker Tribe - Explosive / Thermal
Damage Dealt (EM/Therm/Kin/Explos)/Recommended damage dealing
Angel Cartel 7%, 9%, 22%, 62% / Exp - target painters
Blood Raiders 50%, 48%, 2%, 0% / EM - tracking disruptors, neutralizers
Guristas Pirates 2%, 18%, 79%, 1% / Kin - ECM
Mercenaries 9%, 7%, 31%, 50% / Exp, Kin
Mordu's Legion 0%, 30%, 70%, 0% / Kin
Rogue Drones 8%, 33%, 32%, 27% / EM, All
Sansha's Nation 53%, 47%, 0%, 0% / EM - tracking disruptors
Serpentis 0%, 55%, 45%, 0% / Kin - sensor dampeners
Imperial faction
Amarr 47%, 42%, 7%, 4% / EM, Therm
Caldari 1%, 48%, 51%, 0% / Kin, Therm
Gallente 1%, 39%, 60%, 0% / Therm
Minmatar 12%, 7%, 31%, 50% / Exp, Kin
ECM Information
AMARR: Radar
MINMATAR: Ladar
CALDARI: Gravimetric
*** Core Skills for all Pilots ***
Engineering 5: to maximize the power core.
Electronics 5: to maximize the CPU.
Energy Management 5: to maximize the capacitor
capacity.
Energy Systems Operation 5: to maximize the rate
at which the capacitor recharges.
Energy Grid Upgrades 5: to reduce the CPU requirements
of installing power modules.
Mechanic 5: To maximize hull strength.
Shield Management 5: to maximize shield capacity.
Shield Operation 5: to maximize the rate at which
the shield recharges.
Hull Upgrade 5: To maximize armor strength.
Repair Systems 4: To be able to operate the best
armor and hull repair modules