Replay-derived match flow, timings, and composition.

Advanced match analysis

NothingtoProve vs RobozãO

Queue
Ranked 1v1 Supremacy
Map
Yellow River
Map Seed
9737
Duration
13:39
Patch
19.17020
Played
· 10 hours ago
Yellow River map preview
MapYellow River
Defeated
NothingtoProve Isis · Elo 1291 -18
13:39 Match length
Winner
RobozãO Amaterasu · Elo 1286 +18
50.7% win probability Pre-match · NothingtoProve favored · Upset win probability 49.3%
Key momentsIn match order
Fastest Classical
4:11* RobozãO Minakatatomi · estimated
First pressure
4:23 RobozãO Stable Japanese
Armory timing
5:25 NothingtoProve Armory
First extra TC
5:32 NothingtoProve Town Center
Fastest Heroic
11:47* NothingtoProve Nephthys · estimated
Fortress timing
12:32 NothingtoProve Migdol Stronghold

NothingtoProve

Isis · Blue
Loss 1291 -18
EAPM
47.3
Favorite unit
Spearman
15 fielded
Largest army
35
First expansion
5:32
Age path
BastClassical · Est. start 4:10
NephthysHeroic · Research start 10:32
MythicNot reached
Opening read
Early MilitaryMeaningful trained combat units were produced during the early opening.
Fast 2nd TCThe first genuine additional Town Center started by 6:00.
Fast HeroicHeroic completed inside the applicable Fast Heroic window.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Semi-Fast HeroicMeaningful Classical military production preceded an early Heroic research commitment.
Multi-TC boom2 expansion build events
No post-game awards

RobozãO

Amaterasu · Red
Win 1286 +18
EAPM
39.3
Favorite unit
Samurai
32 fielded
Largest army
61
First expansion
—
Age path
MinakatatomiClassical · 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.
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.

NothingtoProve

Army · 35

Units

Spearman15
Sphinx8
Mercenary Cavalry6
Chariot Archer4
Slinger2
Buildings 14 types
House26
Farm11
Obelisk10
Granary5
Barracks4
Mining Camp3
Armory2
Town Center2
Lumber Camp1
Migdol Stronghold1
Monument To Priests1
Monument To Soldiers1
Monument To Villagers1
Temple1
God powers 3 invoked
Ancestors1
Eclipse1
Prosperity1

RobozãO

Army · 61

Units

Samurai32
Naginata Rider11
Onna Musha11
Bushi4
Wanyudo3
Buildings 9 types
House18
Watermill5
Dojo3
Shrine Japanese2
Stable Japanese2
Wall2
Guardhouse1
Mining Camp Japanese1
Temple1
God powers 1 invoked
Shrine Of The Hunt1