Overview

This is an extended war report for the war 43538 between Blade of Vengeance and W.A.R.M.O.N.G.E.R.S.. 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: Loss
Total hits done: 164
War hits: 154
Non war hits: 10
Total respect earned: 1538.86
Members contributed: 10/17


Rewards for your faction:

Name Amount Price
Medium Arms Cache 2 413.35 M

Earnings from caches: 413.35 M
Total earnings: 413.35 M1

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 27.44
WickedSick 20.12
MaisD 16.46
Ziutex 9.15
Trizquei 7.93
Top 5 by War hits
Name War_Hits
OptimusBlue 38
WickedSick 32
MaisD 27
Ziutex 15
Trizquei 13
Top 5 by Non War hits
Name Non_War_Hits
OptimusBlue 7
WickedSick 1
Eddy88 1
Amgiis 1
Ziutex 0
Top 5 by Total hits
Name Total_Hits
OptimusBlue 45
WickedSick 33
MaisD 27
Ziutex 15
Trizquei 13
Top 5 by Assists
Name Assists
-Sukuna- 3
Trizquei 3
MaisD 3
Ziutex 0
OptimusBlue 0

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

## [1] "No friendly chain saves found!"
## [1] "Enemy chain savers:"
Saver Chain Time remaining
DimitriPopov 92 41
TacticalOopsie 32 29
ziggyzit 28 50

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 1538.86
Total respect lost: 1372.01
Net respect change: 166.852
Average respect earned per attack: 8.52

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: 1365.33
Total score lost: 5010.681
Median net score per member: -109.482

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
DeathRun 0.00
Luciferst 0.00
Shadowshaped 0.00
MadHater95 0.00
TheManWthThePln 0.00
PJPowers 0.00
ZaxYs 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: 29
Xanax costs: 24.73 M
Total Refills used: 9
Refill costs: 7.19 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 3
Booster costs: 40.2 M
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.

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] 0.32

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’s war effort was high-output but extremely inefficient. A small number of members generated most of the useful pressure, while many others contributed little beyond being active.

  • Active participation was moderate, but impact was concentrated:

    • 19 members listed.
    • Roughly 13–14 members registered war hits, meaning around 70%+ were at least somewhat active in combat.
    • However, several of those “active” members had zero or near-zero war value, so raw participation overstated real effectiveness.
  • Net_Score was heavily negative overall, driven by several large drains:

    • Biggest positive contributors: OptimusBlue, MaisD, Trizquei, Ziutex, Arief_W_S, WickedSick.
    • Biggest negative drains: ZaxYs, DeathRun, Shadowshaped, PJPowers, TheManWthThePln, Eddy88, MadHater95, Luciferst.
    • The faction’s best gains were not enough to offset the volume of dead weight and inefficient hits.
  • Energy efficiency was mixed to poor:

    • Several members had strong hit volume, but the faction also carried multiple players with high activity and little or no conversion into war hits.
    • Overall, the team appears to have burned a substantial amount of energy for modest strategic return.
    • The main issue was not lack of engagement; it was conversion rate.

2) Team Issues & Strategic Bottlenecks

A. Significant energy waste

Several members appear to have spent energy without producing meaningful war progression.

  • Worst inefficiency by scale:
    • OptimusBlue: high output, but also very large E_Wasted relative to the roster. Despite being a top performer overall, this indicates aggressive volume that may not have been fully optimized.
    • Trizquei: extremely high activity and hit volume, but also the single largest negative net score on the faction table.
    • Arief_W_S: strong war hits and fair fight, but still a large points drain; likely because of high incoming losses / inefficient exchanges.
    • WickedSick and Eddy88 also show notable cost-to-output imbalance.

B. Low-hit, high-downtime players

Several members were active or hospital-bound but produced no war impact.

  • Examples:
    • DeathRun
    • PJPowers
    • Shadowshaped
    • TheManWthThePln
    • Luciferst
    • ZaxYs
  • These players created roster noise rather than battlefield pressure.

C. Poor finishing discipline

  • Mugged is a strategic loss in war context because finishing with mugging delays war progress.
  • The team had relatively limited mugging across the board, but:
    • Ziutex had notable mugging activity.
    • Arief_W_S, WickedSick, and Ziutex all show some degree of suboptimal finish selection.
  • Not catastrophic, but this suggests the faction was not consistently prioritizing the best war-ending action.

D. Coordination gaps

  • Assists were present on some top hitters, but not enough across the roster to suggest a coordinated chain system.
  • Players with low War_Hits but some Assists, such as -Sukuna- and MaisD, were more useful than pure zero-impact members, but the team still lacked a broader assist-to-hit conversion layer.

3) Individual Highlights — Positive (“Great” Performers)

Top overall contributors

  1. OptimusBlue

    • War_Hits: 38, Assists: 0, Activity: 4.175
    • FairFight: 2.82
    • Highest total combat output in the table.
    • Excellent war presence and clear main carry.
    • Also had the highest visible Net_Score gain among the roster, despite the large cost burden.
  2. Trizquei

    • War_Hits: 13, Assists: 3, Activity: 2.507
    • FairFight: 2.37
    • Strong, consistent war contribution and excellent engagement volume.
    • Big battlefield presence, though efficiency was offset by heavy negative score impact.
  3. MaisD

    • War_Hits: 27, Assists: 3, Activity: 0.431
    • FairFight: 2.69
    • Very strong hit-to-time ratio.
    • One of the most efficient contributors in terms of impact per activity.
  4. Ziutex

    • War_Hits: 15, Activity: 0.702
    • FairFight: 2.4
    • Good output with low activity burden.
    • Strong direct war contribution.

Strong support / situational positives

  • WickedSick

    • War_Hits: 32, Assists: 0, FairFight: 2.88
    • Excellent fight quality and high volume.
    • One of the most effective direct attackers.
  • Arief_W_S

    • War_Hits: 9, War_Overdose: 1, Boosters: 1
    • FairFight: 3.0
    • Very strong hit quality.
    • Not high volume, but efficient and likely valuable in target exchanges.
  • -Sukuna-

    • War_Hits: 6, Assists: 3
    • Solid team play.
    • Good auxiliary contributor despite moderate volume.
  • Eddy88

    • Boosters: 2, FairFight: 2.82
    • Modest war output, but notable investment and acceptable efficiency.
    • More useful than the raw hit count suggests.

4) Individual Highlights — Negative (“Underperformers”)

Major points drains / non-contributors

  1. ZaxYs

    • War_Hits: 0, Hospital: 46, Net_Score: -321.63
    • One of the worst cases in the dataset.
    • Extremely high downtime with no combat contribution.
    • Clear liability.
  2. DeathRun

    • War_Hits: 0, Hospital: 23, Net_Score: -110.23
    • No war impact at all.
    • Heavy negative with zero offsetting value.
  3. Shadowshaped

    • War_Hits: 0, Hospital: 44, Net_Score: -287.11
    • High hospital time, no hits, major drag.
  4. PJPowers

    • War_Hits: 0, Hospital: 22, Net_Score: -116.69
    • No offensive value, fully negative.
  5. TheManWthThePln

    • War_Hits: 0, Activity: 5.603
    • High activity but zero output.
    • This is a pure conversion failure: time spent active without war progress.
  6. Luciferst

    • War_Hits: 0, War_Overdose: 1, E_Stolen: 75
    • Some enemy energy was baited, but no actual hits.
    • The E_Stolen is a silver lining, but overall still underperformed.

Inefficient hitters

  • Trizquei

    • Good volume, but very large net negative and sizable waste.
    • Strong activity, but the faction paid heavily for it.
  • Arief_W_S

    • Good fair fight and solid hits, but still a substantial score drain.
    • Better than the pure non-contributors, but not efficient enough.
  • Eddy88

    • Limited positive output relative to losses and cost structure.
    • Some investment, but not enough return.
  • WickedSick

    • Very strong combat stats, but the net result was still only mildly positive.
    • Good attacker, but the data suggests the trades may not have been fully cost-effective.

5) Additional Observations

  • High activity with zero impact is a recurring problem:

    • TheManWthThePln is the clearest example.
    • ZaxYs, DeathRun, PJPowers, Shadowshaped, and MadHater95 also generated little or no meaningful war progress despite time in theatre.
  • Best FairFight values:

    • Arief_W_S: 3.0 — strongest efficiency signal in the dataset.
    • WickedSick: 2.88
    • OptimusBlue: 2.82
    • Eddy88: 2.82
    • MaisD: 2.69
    • These were the members most likely to be landing high-quality exchanges.
  • Most “unbeatable” / attritional value:

    • Ziutex and Luciferst show strong enemy-energy disruption signals via E_Stolen.
    • Luciferst in particular appears to have absorbed or baited enemy energy well, even without direct hit output.

Bottom Line

This was a war where a few members carried the offensive burden, but overall faction efficiency was dragged down by numerous zero-impact or negative-impact participants. The team needs:

  1. Better hit conversion from active members,
  2. Tighter target selection to reduce energy waste,
  3. More disciplined finishing,
  4. Stronger emphasis on members who can consistently produce positive net score and high FairFight.

If this roster is used again, the faction should prioritize:

  • OptimusBlue, MaisD, Ziutex, WickedSick, Trizquei, Arief_W_S as frontline contributors, while reviewing or sidelining the players who produced prolonged activity without measurable war value.