This is an extended war report for the war 48180 between Blade of Vengeance and Animal Sanctuary. Data is presented from the side of Blade of Vengeance. Link to the official war report can be found HERE.
War outcome for your faction: Victory
Total hits done: 978
War hits: 965
Non war hits: 13
Total respect earned: 3732.92
Members contributed: 15/15
Rewards for your faction:
| Name | Amount | Price |
|---|---|---|
| Armor Cache | 3 | 894.54 M |
| Melee Cache | 1 | 137.39 M |
| Medium Arms Cache | 1 | 196.28 M |
| Small Arms Cache | 1 | 121.17 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.
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):
| Name | Contribution |
|---|---|
| Arief_W_S | 14.31 |
| Amgiis | 12.78 |
| OptimusBlue | 12.27 |
| WickedSick | 11.35 |
| Shadowshaped | 9.10 |
| Name | War_Hits |
|---|---|
| Arief_W_S | 134 |
| Amgiis | 123 |
| OptimusBlue | 120 |
| WickedSick | 111 |
| Shadowshaped | 87 |
| Name | Non_War_Hits |
|---|---|
| Arief_W_S | 6 |
| Amgiis | 2 |
| Shadowshaped | 2 |
| Ziutex | 1 |
| MadHater95 | 1 |
| Name | Total_Hits |
|---|---|
| Arief_W_S | 140 |
| Amgiis | 125 |
| OptimusBlue | 120 |
| WickedSick | 111 |
| Shadowshaped | 89 |
| Name | Assists |
|---|---|
| Shadowshaped | 16 |
| DeathRun | 13 |
| OptimusBlue | 13 |
| -Sukuna- | 12 |
| Trizquei | 8 |
Chain savers - List of people who saved the chain with less than 60 seconds remaining.
## [1] "Friendly chain savers:"
| Saver | Chain | Time remaining |
|---|---|---|
| Amgiis | 41 | 56 |
## [1] "No enemy chain saves found!"
Only including members with non-zero contribution
Respect earned by each member.1
Total respect earned: 3732.92
Total respect lost: 385.97
Net respect change: 3346.952
Average respect earned per attack: 3.58
1Chain bonuses are ignored in per-member contributions.
2Respect lost will be 0 if using non-faction API key.
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: 3480.28
Total score lost: 1388.631
Median net score per member: 163.172
1Score lost will be 0 if using non-faction API key.
2Using median instead of mean to avoid extreme values skewing the metric.
| Name | Contribution |
|---|---|
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 with filters and search
Xanax and Energy refill usage during the war.
Total Xanax used: 56
Xanax costs: 47.2 M
Total Refills used: 15
Refill costs: 11.89 M
Drug cost in plot is in millions.
Energy can and Booster usage during the war.
Total Boosters used: 0
Booster costs: 0
Total Cans used: 7
Can costs: 15.11 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.
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.
## [1] "Preparation Armory usage:"
## [1] "Preparation usage totals:"
## [1] "Only showing consumables"
## [1] "War Armory usage:"
## [1] "War usage totals:"
## [1] "Only showing consumables"
Member activity during the war in hours.
## [1] "Correlation between activity and contribution:"
## [1] 0.77
Summary of times hospitalized during the war
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.
The faction produced a positive Net_Score of +2,091.65, generated from 3,480.28 Score_Up against 1,388.63 Score_Down. Total offensive output was substantial:
The faction won points decisively overall, but the result was achieved with a meaningful efficiency cost. 1,800 E_Wasted is high relative to the 965 war hits—about 1.87 wasted energy per war hit—while only 125 enemy energy was stolen. The faction was productive, but the energy exchange was heavily unfavorable: the team wasted 14.4 times more energy than it caused the enemy to waste.
Coordination was present but limited. Assists accounted for 74 actions, or roughly 7.1% of combined hit-and-assist events. This is acceptable, but there is room to improve target chaining and finishing discipline.
Investment was also concentrated rather than faction-wide:
Only a few players drove the consumable commitment, rather than broad roster-wide expenditure.
Six members accounted for 1,600 of 1,800 E_Wasted (88.9%):
| Member | E_Wasted | Lost | Notes |
|---|---|---|---|
| Shadowshaped | 475 | 19 | Largest energy loss and most losses |
| OptimusBlue | 325 | 8 | Strong score output, but costly engagements |
| -Sukuna- | 275 | 10 | High volume undermined by failed attacks |
| DeathRun | 200 | 7 | Also had 3 escapes |
| Trizquei | 200 | 5 | Also had 3 escapes |
| Arief_W_S | 125 | 0 | Productive overall, but still a notable waste total |
The core issue was not lack of effort—the highest-waste members were generally active and high-volume—but target selection and engagement discipline. The faction should preserve aggression while reducing attacks against unsuitable or heavily defended targets.
The supplied benchmark identifies FairFight around 2.5 as good. No member reached that level.
This is a faction-wide concern. Even the strongest relative FairFight performers remained well below the desired threshold, indicating that many hits were likely taken against targets offering limited efficiency value. Better target prioritization, stronger scouting, and coordinated target allocation are required.
Several high-activity players generated volume but at lower hit efficiency or elevated cost:
These players contributed, but their usage needs refinement: avoid repeated failed attempts, shift sooner from poor matchups, and use team support to clear difficult targets.
The faction recorded only 4 retaliations total:
This may reflect limited opportunities, but combined with just 125 E_Stolen, the defensive side did not consistently punish enemy aggression. The faction did not make itself especially costly to attack.
Only 4 Mugs occurred, which is not a major systemic failure, but all remain strategically inferior to Leave or Hospitalize for war progress:
The immediate goal should be zero war mugs unless there is an explicit tactical reason.
Arief was the cleanest high-volume contributor. While 125 E_Wasted is not insignificant, it was paired with no recorded losses and excellent hit volume. This is the model for sustained offensive pressure with controlled risk.
OptimusBlue was the faction’s biggest point generator and made a major resource commitment. However, the result came with 325 E_Wasted and 8 losses. Outstanding strategic value overall, but should improve target discipline to make this output more sustainable.
Amgiis paired high hit volume with low wasted energy, making them one of the faction’s most efficient major contributors. The only negative marks were 2 losses and 1 mug.
WickedSick delivered dependable volume and avoided many of the tactical errors seen elsewhere. FairFight was low at 1.11, but their low energy waste and positive score make this a solid war.
MaisD was one of the cleanest performers in the war. Their volume was lower than the main hit leaders, but every available efficiency indicator was favorable.
Shadowshaped’s investment and positive score merit recognition. However, this was not an efficient performance due to the extreme E_Wasted and loss count discussed below.
Ziutex produced some offensive volume but was a net burden to faction scoring. The major problem was excessive score loss and hospitalization relative to output. This member needs tighter defensive positioning and more selective engagements.
PJPowers had 2 assists and stole 25 enemy energy, which are positives, but their war contribution did not offset the score lost. Target choice and survival need improvement before increasing attack volume.
MadHater95 avoided failed outgoing attacks, but this did not translate into faction value. The primary issue was becoming a points liability through unfavorable defensive outcomes.
Shadowshaped remained net positive, so this is not a failed contribution. However, the member’s individual inefficiency consumed an outsized share of faction resources: 26.4% of all E_Wasted and 33.3% of all faction losses. Repeatedly attacking unwinnable targets or re-engaging after losses must be corrected.
Sukuna was a net-positive contributor but paid heavily for the output. Their energy waste was second only to Shadowshaped and OptimusBlue, while 10 losses suggest poor matchup selection.
DeathRun was responsive and productive, but the engagement profile was too costly. Escapes and energy waste point to fights being initiated without sufficient confidence of a clean result.
Trizquei’s FairFight of 1.51 was among the faction’s better relative marks, but the score return was modest given the energy and engagement failures. The escape count especially requires attention.
Three members ended negative:
| Member | Net_Score |
|---|---|
| Ziutex | -91.42 |
| PJPowers | -47.10 |
| MadHater95 | -29.82 |
Together, they drained -168.34 Net_Score. Preventing these losses alone would have improved the faction’s net outcome by roughly 8.0%.
Several players showed highly controlled attack execution:
Among these, MaisD is the standout: strong score production with no recorded tactical errors in losses, energy waste, mugs, or escapes.
The best individual E_Stolen result was only 25, achieved by:
No member was meaningfully “unbeatable” by the stated E_Stolen standard. The faction needs stronger defensive setups, better medical timing, and more deliberate baiting of enemy attacks into unfavorable matchups.
Bottom line: The faction delivered a strong positive score and achieved full roster participation, but its success was less efficient than it should have been. The next step is not simply more activity—it is better target selection, lower failed-attack volume, and stricter conversion of active time and consumables into clean, high-value war hits.