Overview

This is an extended war report for the war 42761 between Blade of Vengeance and Frozen Tooth Gang. Data is presented from the side of Blade of Vengeance. Link to the official war report can be found HERE.

Rewards

War outcome for your faction: Victory
Total hits done: 659
War hits: 628
Non war hits: 31
Total respect earned: 5328.53
Members contributed: 14/17


Rewards for your faction:

Name Amount Price
Armor Cache 2 710.8 M
Melee Cache 1 172.04 M
Small Arms Cache 2 230.7 M
Medium Arms Cache 1 233 M

Earnings from caches: 1.35 B
Total earnings: 1.35 B1

1prices are based on market value or approximate trader prices if market value is unavaliable.

War Preparation

NOTE: Faction Xanax might be different from Prep Xanax due to how personal stats are calculated. In this case, Faction Xanax is more accurate.

Members who did not stack energy before war:

Members who overdosed during war preparations (but could still have stacked):

Members who most likely stacked energy before war (or just used lots of xanax):

Fighting summary

Top 5

Top 5 by overall contribution %
Name Contribution
OptimusBlue 14.72
-Sukuna- 12.14
PJPowers 11.68
ZaxYs 10.77
WickedSick 10.02
Top 5 by War hits
Name War_Hits
OptimusBlue 96
-Sukuna- 80
PJPowers 77
ZaxYs 71
WickedSick 66
Top 5 by Non War hits
Name Non_War_Hits
Arief_Wibisono 11
Shadowshaped 6
Trizquei 5
Amgiis 4
Eddy88 3
Top 5 by Total hits
Name Total_Hits
OptimusBlue 97
-Sukuna- 80
PJPowers 77
ZaxYs 71
WickedSick 66
Top 5 by Assists
Name Assists
Ziutex 0
ZaxYs 0
-Sukuna- 0
DeathRun 0
OptimusBlue 0

Chain savers - List of people who saved the chain with less than 60 seconds remaining.

## [1] "Friendly chain savers:"
Saver Chain Time remaining
Ziutex 354 31
-Sukuna- 353 54
Eddy88 263 11
-Sukuna- 244 53
DeathRun 233 22
DeathRun 230 49
DeathRun 229 50
DeathRun 228 56
DeathRun 227 57
-Sukuna- 213 48
DeathRun 211 27
DeathRun 210 35
DeathRun 209 49
-Sukuna- 198 54
Trizquei 195 18
WickedSick 192 34
-Sukuna- 191 39
WickedSick 190 54
WickedSick 188 50
-Sukuna- 183 52
OptimusBlue 178 60
-Sukuna- 167 60
OptimusBlue 162 59
ZaxYs 104 54
ZaxYs 100 39
Eddy88 90 39
OptimusBlue 90 57
Trizquei 89 12
ZaxYs 85 55
-Sukuna- 84 48
ZaxYs 83 57
ZaxYs 80 42
Eddy88 79 22
Trizquei 78 39
ZaxYs 78 51
MadHater95 76 32
ZaxYs 75 60
ZaxYs 73 21
ZaxYs 71 59
ZaxYs 62 57
MadHater95 61 54
ZaxYs 60 39
OptimusBlue 59 51
OptimusBlue 56 27
ZaxYs 55 55
OptimusBlue 54 46
SergeantSergio 53 24
OptimusBlue 52 24
OptimusBlue 50 51
WickedSick 49 3
SergeantSergio 49 52
ZaxYs 45 29
ZaxYs 44 27
ZaxYs 43 26
ZaxYs 42 26
ZaxYs 41 29
Arief_Wibisono 40 56
ZaxYs 39 28
Trizquei 39 58
ZaxYs 38 29
ZaxYs 37 32
## [1] "Enemy chain savers:"
Saver Chain Time remaining
DarthHempress 85 17
DarthHempress 84 46
james_G94 83 11
DarthHempress 82 45
james_G94 81 3
DarthHempress 77 51
james_G94 76 17
Emilyw1997 75 38
james_G94 74 44
james_G94 71 22
DarthHempress 70 43
DarthHempress 68 54

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 5328.53
Total respect lost: 303.29
Net respect change: 5025.242
Average respect earned per attack: 7.14

1Chain bonuses are ignored in per-member contributions.
2Respect lost will be 0 if using non-faction API key.

War Score

Looking at war score gained and lost by each member.
The calculations IGNORE chain bonuses in order to better reflect actual contribution rather than landing a lucky hit
Total score earned: 4586.08
Total score lost: 1054.311
Median net score per member: 163.242

1Score lost will be 0 if using non-faction API key.
2Using median instead of mean to avoid extreme values skewing the metric.

Slackers

Members who did not meet 1% contribution cutoff
Name Contribution
Amgiis 0.61
Luciferst 0.00
MaisD 0.00
TheManWthThePln 0.00

Energy

Summary of who wasted the most energy and who cost the enemy the most energy.
Calculated by adding up Losses (and Stalemates, Defends, Escapes, Interrupts) and Defends, the multiplying the number by 25.
E_Wasted means the member spent X energy on attacks that failed.
E_Stolen means X energy was wasted by the enemy on attacking the member unsuccessfully.
You might want to take a closer look at members with high E_Wasted values and remind them to pick fights they can win!

1 These numbers will be 0 if you are using an API key WITHOUT faction access.

Full table

Full table with filters and search

Extra details

Xanax and refill usage

Xanax and Energy refill usage during the war.

Total Xanax used: 1
Xanax costs: 856.99 K
Total Refills used: 1
Refill costs: 807.55 K

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 0
Booster costs: 0
Total Cans used: 0
Can costs: 0

All Boosters are assumed to be FHCs and Can price is set to average market value for ALL cans.

Booster cost in plot is in 10s of millions.

## [1] "No Cans or Boosters used during the war!"

Armory usage (BETA)

This is a summary of Armory usage during the preparation and war period.
It can be useful for getting a good idea of how much consumables were used during the war in total.

1 This section will be empty if you are using an API key WITHOUT faction access.

During preparation

## [1] "Preparation Armory usage:"
## [1] "Preparation usage totals:"
## [1] "Only showing consumables"

During war

## [1] "War Armory usage:"
## [1] "War usage totals:"
## [1] "Only showing consumables"

Activity

Member activity during the war in hours.

## [1] "Correlation between activity and contribution:"
## [1] 0.46

Hospital

Summary of times hospitalized during the war

Full table

AI summary (BETA)

This is an experimental portion of the report - an overview of the war generated by AI.
When looking at this section, keep that in mind and take the results with a grain of salt.
Before taking any actions that might impact faction members mentioned in this summary, double-check that there are no mistakes or missed key details.

Post-War Debrief

1) Overall Faction Performance

The faction showed moderate-to-strong output with clear dependence on a smaller core of active hitters.

  • Active participants: 17 total listed members
  • Members with meaningful war contribution: Most of the roster did contribute through war hits, but several had zero war hits and only hospital activity, which reduced overall efficiency.
  • Net score generation: The faction generated several strong positive scorers, especially from the top end, but some of that value was offset by avoidable inefficiency, particularly from members with:
    • zero or near-zero offense,
    • high hospital time,
    • or wasted energy / ineffective engagements.

Efficiency Assessment

The war was won through a concentrated core of contributors, not broad roster participation. The strongest members produced substantial Net_Score, and a few players had excellent FairFight values, indicating efficient damage output. However, the faction’s overall efficiency was dragged down by:

  • members with high activity but no war hits,
  • some failed or low-value engagements,
  • and a few players whose contribution was negative or negligible.

The faction’s Net_Score was gained reasonably well at the top end, but not optimally across the roster. There is evidence of energy being expended without proportional return, especially in lower-impact slots.


2) Team Issues & Strategic Bottlenecks

A. Limited roster-wide engagement

A notable issue was the gap between the war core and the rest of the roster:

  • Several members had 0 War_Hits or extremely low offensive impact.
  • Some members registered activity or hospital time without meaningful war progression.

This suggests either:

  • poor assignment of targets,
  • weak follow-through on attack chains,
  • or inactive / underutilized members being left in war-critical slots.

B. Inefficient attack quality for some members

A few players had decent activity but suboptimal FairFight or poor conversion into net gain. While some of these values are not disastrous, the faction should aim for:

  • more efficient target selection,
  • fewer low-value hits,
  • better execution of finish moves.

C. Mugging / finishing discipline

Mugging was largely low across the roster, which is good in the sense that war attacks were not overly distorted by loot-seeking behavior. However, the absence of strong finishing conversion in some cases indicates the faction could still improve in:

  • ending fights decisively,
  • prioritizing hospital/leave outcomes over non-productive action.

D. Hospital exposure

Several members absorbed significant hospital time, reducing their ability to sustain pressure. This likely contributed to:

  • reduced follow-up capacity,
  • weaker chaining potential,
  • and lower hit-to-activity efficiency.

3) Individual Highlights — Great Performers

Top contributors by raw impact

  • -Sukuna-

    • 80 War_Hits
    • 32 Hospital
    • 75 E_Stolen
    • FairFight 2.91
    • Net_Score 539.97
    • Outstanding overall impact. High volume, strong enemy disruption, and one of the best FairFight values in the roster. Clear frontline anchor.
  • OptimusBlue

    • 96 War_Hits — highest on the list
    • 1 Assists
    • 1 Booster
    • 1 Refills
    • FairFight 1.49
    • Net_Score 505.13
    • Massive hit volume and excellent direct contribution. Even though FairFight is below the “ideal” ~2.5 benchmark, the sheer output makes this a major war asset.
  • PJPowers

    • 77 War_Hits
    • 6 Hospital
    • FairFight 3
    • Net_Score 701.27
    • Extremely strong efficiency and one of the best net gains relative to war participation. This is one of the most valuable performers in the data.
  • WickedSick

    • 66 War_Hits
    • 21 Hospital
    • FairFight 2.92
    • Net_Score 380.43
    • Strong combination of volume and efficiency; a reliable war contributor.
  • Shadowshaped

    • 39 War_Hits
    • 6 Non-War Hits
    • FairFight 2.05
    • Net_Score 294.42
    • Solid and balanced. Useful contribution with acceptable efficiency.
  • Eddy88

    • 39 War_Hits
    • 33 Hospital
    • FairFight 2.71
    • Net_Score 163.24
    • Strong output despite high hospital time. FairFight indicates good hit quality.

Notable secondary contributors

  • Ziutex — 63 War_Hits, Net_Score 351.64; steady and efficient.
  • ZaxYs — 71 War_Hits, Net_Score 332.02; consistent output.
  • DeathRun — 33 War_Hits, Net_Score 256.88; useful mid-tier contribution.
  • Trizquei — 40 War_Hits + 5 Non-War Hits, Net_Score 146.72; moderate value.
  • SergeantSergio — only 7 War_Hits, but managed positive net impact despite limited volume.

4) Individual Highlights — Underperformers

Clear negative-impact members

  • TheManWthThePln

    • 0 War_Hits
    • 15 Hospital
    • Score_Down 59.63
    • Net_Score -59.63
    • This is a major drag. High hospital time with zero war contribution and a full negative net score.
  • MaisD

    • 0 War_Hits
    • 13 Hospital
    • Score_Down 90.19
    • Net_Score -90.19
    • One of the largest points drains in the roster. No offensive value.
  • Luciferst

    • 0 War_Hits
    • 10 Hospital
    • Score_Up 72.78
    • Net_Score -72.78
    • Also a net negative. No war hits, only hospital exposure.
  • Arief_Wibisono

    • 0 War_Hits
    • 11 Non-War Hits
    • 2 Hospital
    • Net_Score -9.37
    • High non-war activity but no direct war value. Indicates misalignment of effort.

Lower-value / inefficient contributors

  • Amgiis
    • 0 War_Hits
    • 4 Non-War Hits
    • No war impact at all.
  • MadHater95
    • 17 War_Hits
    • Low volume relative to roster needs; not negative, but limited impact.
  • SergeantSergio
    • Positive net score, but very low war volume and some inefficiency; not a liability, but below expected output.
  • Eddy88
    • Good output, but high hospital time limited scalability.

Points drain / poor conversion cases

  • TheManWthThePln, MaisD, and Luciferst are the clearest hindrances because they combined:
    • no war hits,
    • high hospital exposure,
    • and negative net score.

5) Additional Observations

High activity with low impact

  • Arief_Wibisono stands out as a member with some engagement but no war hits and negative net score.
  • Amgiis had activity/non-war hits but essentially no war payoff.
  • TheManWthThePln also had a high-impact-looking stat line in terms of hospital exposure but no actual war output.

Best efficiency profile

  • PJPowers is one of the best efficiency cases in the dataset:
    • strong war hits,
    • high FairFight,
    • very high Net_Score,
    • minimal apparent waste.

Best disruption / “unbeatable” profile

  • -Sukuna- generated the strongest mix of:
    • high war output,
    • high enemy energy denial,
    • and excellent FairFight. This is the closest to a true frontline war carry.

Most likely war winners by impact

The war effort appears to have been carried primarily by:

  • -Sukuna-
  • OptimusBlue
  • PJPowers
  • WickedSick
  • Ziutex
  • ZaxYs

These members generated the bulk of the meaningful pressure and score conversion.


Final Assessment

The faction performed competently but unevenly. A strong top-end core delivered most of the war value, with several excellent individual performances, especially from PJPowers, -Sukuna-, and OptimusBlue. However, the roster also contained multiple members who contributed little or negatively, primarily through zero-hit participation, high hospital time, or poor score conversion.

Key takeaways:

  • Strength: Strong war hitters at the top produced solid Net_Score.
  • Weakness: Too many low-impact or negative-impact members diluted overall efficiency.
  • Priority improvement: Increase roster-wide hit participation and reduce hospital-only presence.
  • Best strategic direction: Build around the high-efficiency core and tighten target execution for weaker members.

If you want, I can also turn this into a ranked roster table with columns for tier, contribution grade, and recommended role.