Overview

This is an extended war report for the war 44252 between Blade of Vengeance and Greenlantis. 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: 562
War hits: 517
Non war hits: 45
Total respect earned: 5172.27
Members contributed: 14/16


Rewards for your faction:

Name Amount Price
Armor Cache 3 880.39 M
Small Arms Cache 2 235.03 M
Melee Cache 1 148.27 M

Earnings from caches: 1.26 B
Total earnings: 1.26 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
ZaxYs 12.81
-Sukuna- 12.63
WickedSick 11.21
Arief_W_S 10.68
Trizquei 9.96
Top 5 by War hits
Name War_Hits
ZaxYs 72
-Sukuna- 70
WickedSick 62
Arief_W_S 57
Trizquei 56
Top 5 by Non War hits
Name Non_War_Hits
DeathRun 20
Amgiis 7
Shadowshaped 6
OptimusBlue 3
Eddy88 3
Top 5 by Total hits
Name Total_Hits
ZaxYs 72
-Sukuna- 71
WickedSick 63
Arief_W_S 60
Trizquei 56
Top 5 by Assists
Name Assists
Ziutex 0
ZaxYs 0
-Sukuna- 0
DeathRun 0
Amgiis 0

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

## [1] "Friendly chain savers:"
Saver Chain Time remaining
Trizquei 472 49
ZaxYs 450 46
Shadowshaped 426 57
ZaxYs 425 39
ZaxYs 405 46
Shadowshaped 404 35
ZaxYs 349 48
ZaxYs 331 49
ZaxYs 302 29
ZaxYs 291 58
ZaxYs 279 59
ZaxYs 278 57
ZaxYs 272 44
ZaxYs 270 60
ZaxYs 268 58
ZaxYs 254 56
ZaxYs 253 49
ZaxYs 252 35
ZaxYs 251 40
ZaxYs 236 55
-Sukuna- 233 56
ZaxYs 232 59
ZaxYs 201 53
Trizquei 199 21
ZaxYs 198 53
-Sukuna- 196 59
ZaxYs 195 58
ZaxYs 192 49
-Sukuna- 191 38
Arief_W_S 190 46
-Sukuna- 188 53
Arief_W_S 180 9
Arief_W_S 179 51
-Sukuna- 178 24
Trizquei 175 23
-Sukuna- 167 27
-Sukuna- 165 53
Trizquei 160 52
Arief_W_S 150 34
Arief_W_S 145 52
Arief_W_S 143 52
Trizquei 140 42
Arief_W_S 135 42
Trizquei 86 53
-Sukuna- 50 56
## [1] "Enemy chain savers:"
Saver Chain Time remaining
Nahobino 33 19
Nahobino 31 31
Nahobino 30 18

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 5172.27
Total respect lost: 531.71
Net respect change: 4640.562
Average respect earned per attack: 8.05

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: 4414.19
Total score lost: 1923.781
Median net score per member: 106.62

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
Luciferst 0.18
MaisD 0.00
SergeantSergio 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: 65
Xanax costs: 54.61 M
Total Refills used: 21
Refill costs: 16.19 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 2
Booster costs: 26.53 M
Total Cans used: 3
Can costs: 5.64 M

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] 0.86

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 posted a strong overall war output, driven by several high-volume hitters and a few extremely efficient performers. The roster’s impact, however, was unevenly distributed: a small core generated most of the war value while several members contributed little or none.

Participation / roster activity

  • There are 16 listed members.
  • 14/16 members produced at least some war impact through war hits, assists, or meaningful defensive pressure.
  • 2 members were effectively non-contributors in war scoring terms:
    • SergeantSergio: 0 war hits, 0 non-war hits, 0 score gain, only 2 assists.
    • MaisD: 0 war hits, 0 non-war hits, 0 score gain, only defensive hospitalizations and no offensive return.

Efficiency of scoring

  • The faction’s net score creation was very strong overall, with several members producing high positive Net_Score.
  • The war was won through high-value hitters rather than sheer volume alone, and several players maintained solid FairFight numbers near or above the ideal zone.
  • Energy waste was not catastrophic across the roster, but a few players had notable inefficiency, especially those with low or negative Net_Score despite activity.

2) Team Issues & Strategic Bottlenecks

A. Uneven conversion of activity into war value

Several members logged activity and consumed resources, but did not convert that into meaningful output:

  • DeathRun: high activity, but only 12 war hits and 20 non-war hits, with E_Wasted = 6.56 and relatively modest score gain.
  • Amgiis: moderate activity, but only 16 war hits and 7 non-war hits, with limited impact for the investment.
  • SergeantSergio and MaisD: minimal to no offensive contribution, which is a clear bottleneck in roster efficiency.

B. Outgoing attack inefficiency

A few players burned energy without comparable returns:

  • OptimusBlue had excellent total contribution volume, but E_Wasted = 569.51, which is extremely high and led to a negative Net_Score (-101.44) despite strong raw hits and massive defensive pressure.
  • Trizquei and Ziutex were highly productive, but both also show meaningful waste relative to their hit counts; in both cases, output remained strong enough to absorb it.
  • DeathRun and Shadowshaped also show visible waste, though not enough to fully negate their positive contribution.

C. Finishing quality / targeting issues

  • Mugged counts are present on several members, suggesting some engagement patterns were not ideal for war progress.
  • Shadowshaped stands out with 4 mugged actions, which is a strategic concern if these were avoidable hits.
  • Players with low hits and weak score gains should have prioritized Leave/Hospitalize outcomes over mug attempts when war efficiency was the goal.

D. Defensive resilience was concentrated in a few players

  • Ziutex, ZaxYs, Trizquei, and Arief_W_S absorbed a lot of enemy attention and/or generated pressure that forced enemy waste.
  • This was helpful strategically, but the team relied heavily on a handful of members to absorb pressure and create tempo.

3) Individual Highlights: Positive Performers

Elite / top-tier contributors

  • Trizquei

    • 56 War_Hits, 47 Assists, 2 Boosters, 2 Refills
    • Net_Score: 169.91
    • FairFight: 2.57 — very strong and close to ideal
    • One of the best all-around performers: high volume, strong support, and excellent efficiency.
  • Arief_W_S

    • 57 War_Hits, 39 Hospital, 5 Assists, 2 Refills
    • Net_Score: 164.89
    • FairFight: 2.42
    • Major battlefield presence; both productive and hard to suppress.
  • WickedSick

    • 62 War_Hits, 42 Hospital, 6 Assists, 2 Refills
    • Net_Score: 116.38
    • FairFight: 2.05
    • Massive impact through sustained combat presence and solid efficiency.
  • -Sukuna-

    • 70 War_Hits, 25 Hospital, 6 Assists, 2 Boosters, 2 Refills
    • Net_Score: 690.62
    • FairFight: 2.72
    • One of the most valuable players in the war. Strong hit volume, excellent score generation, and top-end efficiency.
  • OptimusBlue

    • 57 total hits, 57 Hospital, 7 Assists, 3 Refills
    • E_Stolen: 0, but high war presence and exceptional defensive disruption
    • FairFight: 2.88
    • Despite negative Net_Score due to extreme waste, the raw pressure and resilience were elite. This is a mixed case: strong battlefield influence, but poor conversion efficiency.

Strong contributors / dependable support

  • ZaxYs

    • 72 War_Hits, 13 Hospital
    • Net_Score: 301.69
    • FairFight: 1.53
    • High volume and high direct score contribution, though not especially efficient by FairFight standards.
  • Ziutex

    • 39 War_Hits, 50 E_Stolen
    • Net_Score: 258.21
    • FairFight: 1.92
    • Very good contribution and notable for forcing enemy waste.
  • Shadowshaped

    • 45 War_Hits, 25 Hospital, 2 Boosters, 2 Refills
    • Net_Score: 528.87
    • FairFight: 2.68
    • High-value hitter with excellent score generation and strong efficiency.
  • Eddy88

    • 28 War_Hits, 6 Hospital, 25 E_Stolen
    • Net_Score: 175.83
    • FairFight: 2.35
    • Solid, efficient, and effective in drawing enemy energy waste.
  • PJPowers

    • 10 War_Hits, 50 E_Stolen
    • Net_Score: 34.44
    • Low volume, but very high defensive value through enemy energy denial.
  • MadHater95

    • 7 War_Hits, 2 Hospital, 2 Refills
    • Net_Score: 21.09
    • Small footprint, but clean, low-noise participation.

4) Individual Highlights: Negative Performers

Clear underperformers / points drains

  • SergeantSergio

    • 0 War_Hits, 0 Non-War_Hits, Net_Score: -8.17
    • Minimal impact and no meaningful conversion of activity into war value.
    • This is the clearest example of a non-contributor.
  • MaisD

    • 0 War_Hits, 0 Non-War_Hits, Net_Score: -16.23
    • Another major bottleneck: no offensive contribution and no measurable pressure on the enemy.
  • Luciferst

    • 0 War_Hits, 1 Non-War_Hit, 1 Hospital
    • Net_Score: -15.01
    • Very low impact; essentially no war value created.

High-effort but inefficient

  • OptimusBlue

    • Enormous raw output, but Net_Score: -101.44
    • E_Wasted: 569.51 is the biggest issue in the roster.
    • This is a classic case of high activity but poor conversion efficiency.
  • DeathRun

    • 32 total hits, but only moderate war value and E_Wasted: 6.56
    • Also had 20 non-war hits, suggesting focus drift away from war-optimized targets.
  • Shadowshaped

    • Strong overall, but 4 Mugged actions indicate avoidable target selection problems.
  • Amgiis

    • Moderate hits, but output did not match resource use or war presence.
    • Also shows a 7-mugged count, which suggests inefficient war behavior.

5) Additional Observations

  • Best all-around war core:
    -Sukuna-, Trizquei, Arief_W_S, WickedSick, Shadowshaped, ZaxYs These members supplied the bulk of faction momentum.

  • Best efficiency relative to action quality:
    Trizquei and Shadowshaped stand out with strong FairFight and high scoring output.

  • Best enemy-energy denial / pressure pieces:
    Ziutex, Eddy88, PJPowers, and Arief_W_S.

  • High activity with weak conversion:
    OptimusBlue is the most notable example. The activity and pressure were there, but the war output was net negative due to excessive waste.

  • Roster imbalance:
    A few top players carried the war while several others contributed minimally. Improving mid-tier participation would materially reduce dependence on the core.


Bottom Line

The faction performed well and won through a strong core of high-impact fighters, but the war exposed a clear divide between elite contributors and low-efficiency or inactive members. The primary strategic priorities for future wars should be:

  1. Reduce E_Wasted, especially from high-activity members.
  2. Convert low-impact participation into useful war actions or reassign those players to more suitable support roles.
  3. Preserve high-efficiency hitters in the main rotation.
  4. Discourage poor target selection and avoidable mugging, especially when more productive outcomes are available.

If you want, I can also convert this into:

  • a leaderboard-style performance ranking,
  • a command summary with actionable coaching notes, or
  • a compact war report formatted for faction chat/Discord.