Advanced match analysis
Candyman vs bigaouettee
- Queue
- Ranked 1v1 Supremacy
- Map
- Marsh
- Map Seed
- 28856
- Duration
- 8:31
- Patch
- 19.17020
- Played
- · 18 hours ago
Winner
Candyman
Fuxi · Elo 1272 +17
8:31
Match length
Defeated
bigaouettee
Loki · Elo 1268 -17
50.6% win probability
Pre-match · Candyman favored
win probability 49.4%
Key momentsIn match order
Candyman
Fuxi · Green- EAPM
- 44.9
- Favorite unit
- Fire Archer 13 fielded
- Total score
- 8,292
- Military score
- 3,905
- Economic score
- 4,018
- Kills score
- 399
- Units killed
- 15
- Units lost
- 12
- Buildings razed
- 1
- Largest army
- 30
- First expansion
- —
Age path
ChiyouClassical · Research start 2:38
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.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
Highest Score
Largest Army
Most Improvements
Most Kills
Most Resources
bigaouettee
Loki · Red- EAPM
- 33.6
- Favorite unit
- Raiding Cavalry 10 fielded
- Total score
- 6,979
- Military score
- 2,503
- Economic score
- 4,196
- Kills score
- 280
- Units killed
- 12
- Units lost
- 15
- Buildings razed
- 0
- Largest army
- 23
- First expansion
- —
Age path
HeimdallClassical · Research start 3:16
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.
Most Deaths
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.
Candymanbigaouettee
Score
Combat and army
Candymanbigaouettee
15
Units killed
12
12
Units lost
15
1
Buildings razed
0
30
Largest army
23
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 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.