Replay-derived match flow, timings, and composition.

Advanced match analysis

Rave vs King Roar

Queue
Ranked 1v1 Supremacy
Map
Cloud Forest
Map Seed
23517
Duration
19:36
Patch
19.17020
Played
· 2 hours ago
Cloud Forest map preview
MapCloud Forest
Winner
Rave Odin · Elo 1263 +11
19:36 Match length
Defeated
King Roar Ra · Elo 1133 -11
67.9% win probability Pre-match · Rave favored win probability 32.1%
Key momentsIn match order
First pressure
3:50 Rave Hersir trained
Fastest Classical
4:48* Rave Freyja · estimated
Armory timing
5:17 King Roar Armory
Fastest Heroic
8:02* King Roar Sekhmet · estimated
First extra TC
8:32 Rave Town Center
Fortress timing
9:26 King Roar Migdol Stronghold
Market timing
9:51 Rave Market

Rave

Odin · Blue
Win 1263 +11
EAPM
36.6
Favorite unit
Hirdman
35 fielded
Largest army
167
First expansion
8:32
Age path
FreyjaClassical · Research start 3:48
SkadiHeroic · Est. start 11:24
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.
Large army production167 military units
No post-game awards

King Roar

Ra · Orange
Loss 1133 -11
EAPM
49.3
Favorite unit
Chariot Archer
25 fielded
Largest army
75
First expansion
14:03
Age path
PtahClassical · Est. start 4:00
SekhmetHeroic · Est. start 6:47
MythicNot reached
Opening read
1 TC Fast HeroicHeroic completed by 10:00 without a pre-commitment extra Town Center or meaningful Classical military commitment.
Archer DeathballThe final army profile was archer-heavy with at least 25 military units.
Fast HeroicHeroic completed inside the applicable Fast Heroic window.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Heavy walling12 wall build events
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 No market trades observed

No market trades observed.

Final totals

Composition

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

Rave

Army · 167

Units

Hirdman35
Berserk32
Godi20
Jarl20
Throwing Axeman20
Hersir13
Raiding Cavalry13
Huskarl11
Portable Ram3
Buildings 9 types
House18
Ox Cart Building5
Longhouse4
Hill Fort3
Great Hall2
Armory1
Market1
Temple1
Town Center1
God powers 5 invoked
Great Hunt3
Forest Fire1
Frost1

King Roar

Army · 75

Units

Chariot Archer25
Camel Rider16
Wadjet11
Spearman7
War Elephant7
Mercenary4
Mercenary Cavalry3
Scarab2
Buildings 15 types
Farm24
House16
Obelisk13
Wall12
Granary6
Mining Camp3
Migdol Stronghold2
Armory1
Barracks1
Lumber Camp1
Monument To Priests1
Monument To Soldiers1
Monument To Villagers1
Temple1
Town Center1
God powers 2 invoked
Citadel1
Rain1