Replay-derived match flow, timings, and composition.

Advanced match analysis

dzik vs juaness1

Queue
Ranked 1v1 Supremacy
Map
Marsh
Map Seed
27049
Duration
13:11
Patch
19.17020
Played
· 9 hours ago
Marsh map preview
MapMarsh
Defeated
dzik Hades · Elo 1049 -13
13:11 Match length
Winner
juaness1 Amaterasu · Elo 1150 +13
35.9% win probability Pre-match · juaness1 favored win probability 64.1%
Key momentsIn match order
Fastest Classical
3:54* juaness1 Minakatatomi · estimated
First pressure
4:43 juaness1 Stable Japanese
Armory timing
6:28 juaness1 Armory
Fastest Heroic
10:12* juaness1 Hachiman · estimated
First extra TC
11:50 juaness1 Town Center

dzik

Hades · Blue
Loss 1049 -13
EAPM
34.7
Favorite unit
Toxotes
25 fielded
Largest army
28
First expansion
—
Age path
AresClassical · Est. start 3:56
HeroicNot reached
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.
Heavy walling16 wall build events
No post-game awards

juaness1

Amaterasu · Red
Win 1150 +13
EAPM
20.9
Favorite unit
Shinobi
5 fielded
Largest army
19
First expansion
11:50
Age path
MinakatatomiClassical · Research start 2:54
HachimanHeroic · Research start 8:57
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.
Semi-Fast HeroicMeaningful Classical military production preceded an early Heroic research commitment.
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.

dzik

Army · 28

Units

Toxotes25
Achilles1
Ajax1
Cyclops1
Buildings 8 types
Wall16
House8
Storehouse5
Archery Range4
Armory2
Granary2
Stable1
Temple1
God powers 1 invoked
Pestilence1

juaness1

Army · 19

Units

Shinobi5
Naginata Rider4
Onna Musha4
Bushi2
Daimyo2
Yumi Horse Archer2
Buildings 10 types
House12
Watermill4
Dojo2
Mining Camp Japanese2
Shrine Japanese2
Stable Japanese2
Armory1
Guardhouse1
Temple1
Town Center1
God powers 3 invoked
Shogun1
Shrine Of The Hunt1
Solar Shield1