Advanced match analysis
zero two vs alexjaponesin
- Queue
- Ranked 1v1 Supremacy
- Map
- Nile Shallows
- Map Seed
- 10431
- Duration
- 23:11
- Patch
- 19.17020
- Played
- · 21 hours ago
Winner
zero two
Gaia · Elo 1088 +15
23:11
Match length
Defeated
alexjaponesin
Shennong · Elo 1039 -15
57.0% win probability
Pre-match · zero two favored
win probability 43.0%
Key momentsIn match order
zero two
Gaia · Blue- EAPM
- 40.2
- Favorite unit
- Turma 26 fielded
- Total score
- 47,399
- Military score
- 19,510
- Economic score
- 24,449
- Kills score
- 3,466
- Units killed
- 105
- Units lost
- 63
- Buildings razed
- 8
- Largest army
- 95
- First expansion
- 6:34
Age path
OceanusClassical · Est. start 3:47
RheiaHeroic · Research start 10:57
AtlasMythic · Research start 19:22
Opening read
Delayed 2nd TCThe first genuine additional Town Center started after 6:00 but within the opening.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Semi-Fast HeroicMeaningful Classical military production preceded an early Heroic research commitment.
Multi-TC boom2 expansion build events
Market economy1,200 total resource volume
Large army production95 military units
Highest Score
Largest Army
Most Improvements
Most Kills
Most Resources
alexjaponesin
Shennong · Red- EAPM
- 50.6
- Favorite unit
- Fire Archer 38 fielded
- Total score
- 35,713
- Military score
- 9,967
- Economic score
- 23,436
- Kills score
- 2,310
- Units killed
- 61
- Units lost
- 110
- Buildings razed
- 6
- Largest army
- 108
- First expansion
- 13:30
Age path
ChiyouClassical · Est. start 4:43
RushouHeroic · Est. start 7:09
ZhurongMythic · Timing unavailable
Opening read
1 TC Fast HeroicHeroic completed by 10:00 without a pre-commitment extra Town Center or meaningful Classical military commitment.
Archer DeathballThe final army profile was archer-heavy with at least 25 military units.
Fast HeroicHeroic completed inside the applicable Fast Heroic window.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Multi-TC boom4 expansion build events
Heavy walling25 wall build events
Market economy200 total resource volume
Large army production108 military units
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.
zero twoalexjaponesin
Score
Combat and army
zero twoalexjaponesin
105
Units killed
61
63
Units lost
110
8
Buildings razed
6
95
Largest army
108
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 1,400 total volume›
zero two
Bought
Sold
No sells
Total player market volume1,200
alexjaponesin
Bought
Sold
No sells
Total player market volume200
Final totals
Composition
Military excludes economic and support units such as villagers, Miko, fishing ships, caravans, ox carts, and priests.
zero two
Army · 95Units
Technologies21 researched
Buildings ›10 types
God powers ›8 invoked
alexjaponesin
Army · 108Units
Technologies2 researched · 5 pre-queued
Buildings ›13 types
God powers ›7 invoked
Blazing Prairie1