Replay-derived match flow, timings, and composition.

Advanced match analysis

D0p1 vs duduthespartan

Queue
Ranked 1v1 Supremacy
Map
Alfheim
Map Seed
31840
Duration
11:45
Patch
19.17020
Played
· 19 hours ago
Alfheim map preview
MapAlfheim
Defeated
D0p1 Odin · Elo 1795 -13
11:45 Match length
Winner
duduthespartan Set · Elo 1882 +13
37.7% win probability Pre-match · duduthespartan favored win probability 62.3%
Key momentsIn match order
First pressure
1:48 D0p1 Hersir trained
Fastest Classical
3:36* duduthespartan Anubis · estimated
Market timing
4:57 duduthespartan Market
Fastest Heroic
11:28* duduthespartan Nephthys · estimated
Fortress timing
11:42 duduthespartan Migdol Stronghold

D0p1

Odin · Blue
Loss 1795 -13
EAPM
84.8
Favorite unit
Berserk
29 fielded
Largest army
42
First expansion
—
Age path
HeimdallClassical · Est. start 3:11
HeroicNot reached
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Heavy walling7 wall build events
No post-game awards

duduthespartan

Set · Red
Win 1882 +13
EAPM
57.4
Favorite unit
Slinger
21 fielded
Largest army
40
First expansion
—
Age path
AnubisClassical · Research start 2:36
NephthysHeroic · Research start 10:13
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Archer DeathballThe final army profile was archer-heavy with at least 25 military units.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
Market economy100 total resource volume
No post-game awards

Chronology

Timeline

Hover or focus an event to read it.
Key Key event Unit Hero Myth unit Building Technology God power Pre-queued technology Batch · 1 layer per 5 training queues Age completion

*Age completion times are estimated from a recorded research start, or from prequeue timing plus prerequisite-readiness and standard research duration.

Match flow

Military production

Cumulative military units trained. Markers show Town Centers, fortresses and Age completions.

Tempo

EAPM over time

Estimated actions per minute from replay commands, sampled each minute.
Resource exchangeMarket flow 100 total volume

D0p1

Bought

No buys

Sold

No sells

Total player market volume0

duduthespartan

Bought

Food100

Sold

No sells

Total player market volume100

Final totals

Composition

Military excludes economic and support units such as villagers, Miko, fishing ships, caravans, ox carts, and priests.

D0p1

Army · 42

Units

Berserk29
Throwing Axeman6
Hersir5
Einheri1
Raiding Cavalry1
Buildings 6 types
House9
Wall7
Longhouse3
Ox Cart Building2
Great Hall1
Temple1
God powers 2 invoked
Great Hunt1
Undermine1

duduthespartan

Army · 40

Units

Slinger21
Spearman12
Axeman7
Buildings 10 types
House19
Granary4
Mining Camp3
Barracks2
Lumber Camp2
Obelisk2
Market1
Migdol Stronghold1
Monument To Villagers1
Temple1
God powers 2 invoked
Plague Of Serpents1
Vision1