Replay-derived match flow, timings, and composition.

Advanced match analysis

fophoofd666 vs Sexman Uncool

Queue
Ranked 1v1 Supremacy
Map
Ghost Lake
Map Seed
32225
Duration
12:12
Patch
19.17020
Played
· 5 hours ago
Ghost Lake map preview
MapGhost Lake
Defeated
fophoofd666 Thor · Elo 1014 -16
12:12 Match length
Winner
Sexman Uncool Odin · Elo 1048 +16
45.1% win probability Pre-match · Sexman Uncool favored win probability 54.9%
Key momentsIn match order
First pressure
2:32 fophoofd666 Hersir trained
Fastest Classical
3:26* fophoofd666 Forseti · estimated
Armory timing
3:49 fophoofd666 Dwarven Armory
Market timing
7:30 Sexman Uncool Market
Fastest Heroic
7:54* fophoofd666 Bragi · estimated
Fortress timing
10:41 Sexman Uncool Hill Fort

fophoofd666

Thor · Blue
Loss 1014 -16
EAPM
29.8
Favorite unit
Hersir
13 fielded
Largest army
19
First expansion
—
Age path
ForsetiClassical · Est. start 2:26
BragiHeroic · Est. start 6:39
MythicNot reached
Opening read
Early MilitaryMeaningful trained combat units were produced during the early opening.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
Fast HeroicHeroic completed inside the applicable Fast Heroic window.
Semi-Fast HeroicMeaningful Classical military production preceded an early Heroic research commitment.
No post-game awards

Sexman Uncool

Odin · Red
Win 1048 +16
EAPM
43.9
Favorite unit
Throwing Axeman
16 fielded
Largest army
29
First expansion
—
Age path
HeimdallClassical · Research start 3:20
NjordHeroic · Research start 8:57
MythicNot reached
Opening read
Early MilitaryMeaningful trained combat units were produced during the early opening.
Semi-Fast HeroicMeaningful Classical military production preceded an early Heroic research commitment.
Heavy walling6 wall build events
Market economy1,600 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 1,600 total volume

fophoofd666

Bought

No buys

Sold

No sells

Total player market volume0

Sexman Uncool

Bought

Food300

Sold

Wood1,300
Total player market volume1,600

Final totals

Composition

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

fophoofd666

Army · 19

Units

Hersir13
Throwing Axeman5
Troll1
Buildings 6 types
House7
Wall5
Ox Cart Building2
Dwarven Armory1
Longhouse1
Temple1
God powers 3 invoked
Dwarven Mine1
Flaming Weapons1
Healing Spring1

Sexman Uncool

Army · 29

Units

Throwing Axeman16
Hersir8
Mountain Giant2
Portable Ram2
Einheri1
Buildings 8 types
House14
Wall6
Longhouse3
Ox Cart Building2
Temple2
Armory1
Hill Fort1
Market1
God powers 3 invoked
Great Hunt1
Undermine1
Walking Woods1