Replay-derived match flow, timings, and composition.

Advanced match analysis

BrisbaneBoi vs Tamamo-no-Mae

Queue
Ranked 1v1 Supremacy
Map
Mount Olympus
Map Seed
25120
Duration
23:33
Patch
19.17020
Played
· 9 hours ago
Mount Olympus map preview
MapMount Olympus
Defeated
BrisbaneBoi Odin · Elo 1716 -21
23:33 Match length
Winner
Tamamo-no-Mae Amaterasu · Elo 1645 +21
60.1% win probability Pre-match · BrisbaneBoi favored · Upset win probability 39.9%
Key momentsIn match order
First pressure
2:35 BrisbaneBoi Hersir trained
Fastest Classical
3:28* BrisbaneBoi Freyja · estimated
Armory timing
9:16 Tamamo-no-Mae Armory
Fastest Heroic
13:00* Tamamo-no-Mae Raijin · estimated
Market timing
15:32 Tamamo-no-Mae Market
Fortress timing
17:45 Tamamo-no-Mae Castle
First extra TC
19:41 BrisbaneBoi Town Center
Fastest Mythic
23:17* Tamamo-no-Mae Takemikazuchi · estimated

BrisbaneBoi

Odin · Blue
Loss 1716 -21
EAPM
80.4
Favorite unit
Throwing Axeman
47 fielded
Largest army
146
First expansion
19:41
Age path
FreyjaClassical · Research start 2:28
SkadiHeroic · Research start 13:49
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.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
Long ClassicalHeroic completion was delayed past 14:00 while military production was already significant.
Multi-TC boom2 expansion build events
Heavy walling15 wall build events
Market economy1,400 total resource volume
Large army production146 military units
No post-game awards

Tamamo-no-Mae

Amaterasu · Red
Win 1645 +21
EAPM
38.3
Favorite unit
Samurai
41 fielded
Largest army
87
First expansion
21:51
Age path
MinakatatomiClassical · Research start 3:10
RaijinHeroic · Research start 11:45
TakemikazuchiMythic · Research start 21:17
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 walling12 wall build events
Large army production87 military units
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 1,400 total volume

BrisbaneBoi

Bought

No buys

Sold

Food200
Wood1,200
Total player market volume1,400

Tamamo-no-Mae

Bought

No buys

Sold

No sells

Total player market volume0

Final totals

Composition

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

BrisbaneBoi

Army · 146

Units

Throwing Axeman47
Raiding Cavalry37
Hersir15
Godi14
Jarl13
Berserk10
Valkyrie6
Huskarl3
Hirdman1
Buildings 11 types
House30
Farm25
Wall15
Ox Cart Building7
Great Hall4
Longhouse3
Town Center2
Armory1
Hill Fort1
Market1
Temple1
God powers 3 invoked
Forest Fire1
Frost1
Great Hunt1

Tamamo-no-Mae

Army · 87

Units

Samurai41
Yumi Archer20
Yari Spearman15
Bushi9
Kitsune2
Buildings 13 types
House19
Wall12
Dojo7
Farm5
Watermill5
Shrine Japanese4
Guardhouse2
Mining Camp Japanese2
Armory1
Castle1
Market1
Temple1
Town Center1
God powers 9 invoked
Solar Shield7
Shrine Of The Hunt1
Thunder Burst1