Jul 3, 2022(4y)
Jul 3, 2027(323d)
Combat
Kills0
Losses34
Efficiency0%
ISK
Destroyed0
Lost719.32m
ISK Eff.0%
Solo
Solo Kills0
Solo Ratio0%
Final Blows0
Points0
Other
NPC Losses16
NPC Loss Ratio47%
Avg Kills/Day0.00
ActivityInactive
Birthday
Jul 3, 2022 (4 years old)
Next Birthday
Jul 3, 2027 (323 days)
Combat
Kills0
Losses34
Efficiency0%
Danger Ratio53%
ISK
Destroyed0
Lost719.32m
ISK Efficiency0%
Balance-719315372
Solo
Solo Kills0
Solo Ratio0%
Final Blows0
Points0
Other
NPC Losses16
NPC Loss Ratio47%
Avg Kills/Day0.00
ActivityInactive
Nothing in the last 7d
Bio
CONCORD reaction time:
0.5 - 19s
0.6 - 14s
0.7 - 10s
0.8 - 7s
0.9/1.0 - 6s
******************************
*** Damage they do ***
Amarr Navy - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal / over 1 mil can have
emp
Blood Raider - Thermal / EM
Caldari Fleet - Kinetic / Thermal / very little em
Drones - EM / Explosive / Kinetic
Gallente Fleet - Thermal / Kinetic / EM
Gist - Explosive / Kinetic
Guristas - Kinetic / Thermal
Khanid - em/thermal
Mercenary - Kinetic / Thrmal / Explosive / EM
Minmatar Fleet - Thermal / Explosive /EM / Kinetic
Mordus - Kinetic / Thermal
Sansha's Nation - EM / Thermal
Serpentis - Thermal / Kinetic
*** Ammo Types to use against them ***
Amarr Navy - Thermal
Angel Cartel - Explosive
Blood Raider - EM / Thermal
Caldari Fleet - Kinetic
Drones - EM
Gallente Fleet - Thermal
Guristas - Kinetic
Khanid - EM
Minmatar Fleet - Thermal
Mordus - Thermal / Kinetic
Sansha's Nation - EM / Thermal
Serpentis - Kinetic
******************************
This wormhole has not yet... More then 24 hours
This wormhole is beginning to decay... Between 24 and 4 hours
This wormhole is reaching the end... Between 4 hours and 15 minutes
This wormhole is on the verge... Less than 15 minutes
Damage Type To Defend
Angel Cartel - Explosive/Kinetic
Blood Raiders - EM/Thermal
Guristas - Kinetic/Thermal
Sansha - EM/Thermal
Serpentis - Thermal/Kinetic
Amarr - EM/Thermal
Caldari - Kinetic/Thermal
Gallente - Kinetic/Thermal
Minmatar - Explosive/Kinetic
Damage Type To Deal
Mercenaries - Kinetic
1 = Hideaway/Cluster
2 = Burrow/Collection
3 = Refuge/Assembly
4 = Den/Gathering
5 = Yard/Surveillance
6 = Rally Point / Drone Menagerie
7 = Port/Herd
8 = Hub/Squad
9 = Haven/Patrol
10= Sanctum/Horde
WormHoles
C1: H121 P060 Q317 V301 Y790 Z647 Z971
C2: C125 D364 D382 G024 I182 N766 R943
C3: C247 L477 M267 N968 O477 O883 X702
C4: E175 M609 O128 T405 X877 Y683 Z457
C5: H296 H900 L614 M555 N062 N432 N770 V911
C6: A982 B041 R474 S804 U319 U574 V753 W237
C7: A641 B274 B449 B520 D792 D845 N110 S047
C8: A239 C140 C391 J244 N290 N944 R051 U210
C9: C248 E545 K329 K346 S199 V283 Z060 Z142
C4-6 Sleepers warp scramble.
C7 h-sec
C8 l-sec
C9 0.0
0.5 - 19s
0.6 - 14s
0.7 - 10s
0.8 - 7s
0.9/1.0 - 6s
******************************
*** Damage they do ***
Amarr Navy - EM / Thermal
Angel Cartel - Kinetic / Explosive / Thermal / over 1 mil can have
emp
Blood Raider - Thermal / EM
Caldari Fleet - Kinetic / Thermal / very little em
Drones - EM / Explosive / Kinetic
Gallente Fleet - Thermal / Kinetic / EM
Gist - Explosive / Kinetic
Guristas - Kinetic / Thermal
Khanid - em/thermal
Mercenary - Kinetic / Thrmal / Explosive / EM
Minmatar Fleet - Thermal / Explosive /EM / Kinetic
Mordus - Kinetic / Thermal
Sansha's Nation - EM / Thermal
Serpentis - Thermal / Kinetic
*** Ammo Types to use against them ***
Amarr Navy - Thermal
Angel Cartel - Explosive
Blood Raider - EM / Thermal
Caldari Fleet - Kinetic
Drones - EM
Gallente Fleet - Thermal
Guristas - Kinetic
Khanid - EM
Minmatar Fleet - Thermal
Mordus - Thermal / Kinetic
Sansha's Nation - EM / Thermal
Serpentis - Kinetic
******************************
This wormhole has not yet... More then 24 hours
This wormhole is beginning to decay... Between 24 and 4 hours
This wormhole is reaching the end... Between 4 hours and 15 minutes
This wormhole is on the verge... Less than 15 minutes
Damage Type To Defend
Angel Cartel - Explosive/Kinetic
Blood Raiders - EM/Thermal
Guristas - Kinetic/Thermal
Sansha - EM/Thermal
Serpentis - Thermal/Kinetic
Amarr - EM/Thermal
Caldari - Kinetic/Thermal
Gallente - Kinetic/Thermal
Minmatar - Explosive/Kinetic
Damage Type To Deal
Mercenaries - Kinetic
1 = Hideaway/Cluster
2 = Burrow/Collection
3 = Refuge/Assembly
4 = Den/Gathering
5 = Yard/Surveillance
6 = Rally Point / Drone Menagerie
7 = Port/Herd
8 = Hub/Squad
9 = Haven/Patrol
10= Sanctum/Horde
WormHoles
C1: H121 P060 Q317 V301 Y790 Z647 Z971
C2: C125 D364 D382 G024 I182 N766 R943
C3: C247 L477 M267 N968 O477 O883 X702
C4: E175 M609 O128 T405 X877 Y683 Z457
C5: H296 H900 L614 M555 N062 N432 N770 V911
C6: A982 B041 R474 S804 U319 U574 V753 W237
C7: A641 B274 B449 B520 D792 D845 N110 S047
C8: A239 C140 C391 J244 N290 N944 R051 U210
C9: C248 E545 K329 K346 S199 V283 Z060 Z142
C4-6 Sleepers warp scramble.
C7 h-sec
C8 l-sec
C9 0.0
Dashboard
Stats
No activity in the last 90d
Intel Profile
PlaystyleSolo (0 kills)
Avg Fleet: -