Advanced match analysis
GustavinhoJR#816 vs hambidge1
- Queue
- Ranked 1v1 Supremacy
- Map
- Alfheim
- Map Seed
- 25877
- Duration
- 18:04
- Patch
- 19.17020
- Played
- · 17 hours ago
Winner
GustavinhoJR#816
Amaterasu · Elo 854 +13
18:04
Match length
Defeated
hambidge1
Zeus · Elo 767 -13
62.3% win probability
Pre-match · GustavinhoJR#816 favored
win probability 37.7%
Key momentsIn match order
GustavinhoJR#816
Amaterasu · Blue- EAPM
- 13.3
- Favorite unit
- Yumi Archer 13 fielded
- Total score
- 21,995
- Military score
- 9,051
- Economic score
- 11,334
- Kills score
- 1,703
- Units killed
- 69
- Units lost
- 49
- Buildings razed
- 0
- Largest army
- 49
- First expansion
- 6:52
Age path
MinakatatomiClassical · Research start 3:28
HachimanHeroic · Research start 13:35
MythicNot reached
Opening read
2 TC Classical FightAn opening additional Town Center remained in Classical with meaningful military production.
Archer DeathballThe final army profile was archer-heavy with at least 25 military units.
Delayed 2nd TCThe first genuine additional Town Center started after 6:00 but within the opening.
Long ClassicalHeroic completion was delayed past 14:00 while military production was already significant.
Multi-TC boom2 expansion build events
Heavy walling14 wall build events
Largest Army
Most Kills
hambidge1
Zeus · Red- EAPM
- 24.5
- Favorite unit
- Toxotes 28 fielded
- Total score
- 23,476
- Military score
- 7,505
- Economic score
- 14,939
- Kills score
- 1,032
- Units killed
- 50
- Units lost
- 69
- Buildings razed
- 0
- Largest army
- 80
- First expansion
- 5:53
Age path
AthenaClassical · Research start 3:42
DionysusHeroic · Research start 12:30
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.
Market economy5,400 total resource volume
Large army production80 military units
Highest Score
Most Deaths
Most Improvements
Most Resources
Post-game stats
Match report
Score bars split each stat between players; a gold outline marks the leader. Combat bars grow out from the centre, scaled to the larger side.
GustavinhoJR#816hambidge1
Score
Combat and army
GustavinhoJR#816hambidge1
69
Units killed
50
49
Units lost
69
0
Buildings razed
0
49
Largest army
80
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
Tempo
EAPM over time
Resource exchangeMarket flow 5,400 total volume›
GustavinhoJR#816
Bought
No buys
Sold
No sells
Total player market volume0
hambidge1
Bought
Sold
Total player market volume5,400
Final totals
Composition
Military excludes economic and support units such as villagers, Miko, fishing ships, caravans, ox carts, and priests.