Overview

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.

Rewards

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.

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
Arief_W_S 14.31
Amgiis 12.78
OptimusBlue 12.27
WickedSick 11.35
Shadowshaped 9.10
Top 5 by War hits
Name War_Hits
Arief_W_S 134
Amgiis 123
OptimusBlue 120
WickedSick 111
Shadowshaped 87
Top 5 by Non War hits
Name Non_War_Hits
Arief_W_S 6
Amgiis 2
Shadowshaped 2
Ziutex 1
MadHater95 1
Top 5 by Total hits
Name Total_Hits
Arief_W_S 140
Amgiis 125
OptimusBlue 120
WickedSick 111
Shadowshaped 89
Top 5 by Assists
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!"

Visual summary

Only including members with non-zero contribution

Respect

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.

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: 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.

Slackers

Members who did not meet 1% contribution cutoff
Name Contribution

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: 56
Xanax costs: 47.2 M
Total Refills used: 15
Refill costs: 11.89 M

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: 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.

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] 0.77

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 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:

  • Roster: 15 members
  • Active participants: 15/15 (100% participation)
  • War_Hits: 965
  • Assists: 74
  • Total recorded activity: 81.31 hours
  • War_Hits per activity hour: 11.87
  • Hospital: 317 recorded downtime
  • E_Wasted: 1,800
  • E_Stolen: 125
  • Losses: 57
  • Mugs: 4
  • Escapes: 6

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:

  • Cans: 7
  • Refills: 15
  • Boosters: 0

Only a few players drove the consumable commitment, rather than broad roster-wide expenditure.


2) Team Issues & Strategic Bottlenecks

A. Energy waste was concentrated in a small group

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.

B. FairFight efficiency was below the stated standard across the roster

The supplied benchmark identifies FairFight around 2.5 as good. No member reached that level.

  • Best FairFight: MaisD, 1.61
  • Next: OptimusBlue, 1.57
  • Then: Trizquei and Luciferst, 1.51

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.

C. High activity did not always convert efficiently

Several high-activity players generated volume but at lower hit efficiency or elevated cost:

  • OptimusBlue: 15.00 activity hours, 120 hits, but 325 E_Wasted and 8 losses.
  • WickedSick: 13.77 hours, 111 hits, but only 8.06 hits/hour and FairFight 1.11.
  • DeathRun: 6.71 hours, 56 hits, 200 E_Wasted, 7 losses, and 3 escapes.
  • Shadowshaped: 7.53 hours, 87 hits, but 475 E_Wasted and 19 losses.

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.

D. Retaliation and defensive punishment were minimal

The faction recorded only 4 retaliations total:

  • DeathRun: 3
  • Trizquei: 1

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.

E. Mugging was limited but still avoidable

Only 4 Mugs occurred, which is not a major systemic failure, but all remain strategically inferior to Leave or Hospitalize for war progress:

  • Amgiis: 1
  • MadHater95: 1
  • Shadowshaped: 2

The immediate goal should be zero war mugs unless there is an explicit tactical reason.


3) Individual Highlights — Great Performers

Arief_W_S — Best all-round offensive contributor

  • 134 War_Hits — highest on the roster
  • 14.31 Contribution — highest on the roster
  • +285.92 Net_Score
  • 0 losses, 0 mugs, 0 escapes
  • 2 refills and 7 War_Xanax demonstrate commitment

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 — Highest points producer, but costly

  • +479.33 Net_Score — highest on the roster
  • 120 War_Hits
  • 14.997 activity hours — highest on the roster
  • 2 cans and 3 refills
  • FairFight 1.57, second-best on the team

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 — Strong, efficient volume

  • 123 War_Hits
  • +278.68 Net_Score
  • Only 50 E_Wasted
  • 2 cans and 1 refill
  • 12.78 Contribution

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 — Reliable volume with low waste

  • 111 War_Hits
  • +237.79 Net_Score
  • Only 50 E_Wasted
  • 3 refills
  • 25 E_Stolen
  • No mugs or escapes

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 — Best relative FairFight and very clean efficiency

  • FairFight 1.61 — best roster result, though still below the 2.5 benchmark
  • 64 War_Hits
  • +197.00 Net_Score
  • 0 E_Wasted, 0 losses, 0 mugs, 0 escapes
  • 25 E_Stolen

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 — Massive commitment and strong gross output, despite serious efficiency problems

  • 87 War_Hits
  • +256.21 Net_Score
  • 3 cans and 3 refills — highest can investment, tied for highest refills
  • 9.10 Contribution

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.


4) Individual Highlights — Underperformers and Tactical Liabilities

Ziutex — Largest Net_Score drain

  • -91.42 Net_Score — worst on the roster
  • 47 War_Hits, but only 1.233 activity hours
  • 46 Hospital — highest recorded downtime
  • 2 losses
  • Score profile: 113.82 gained vs. 205.24 lost

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 — Negative score with low overall impact

  • -47.10 Net_Score
  • 16 War_Hits
  • 29 Hospital
  • Score profile: 41.05 gained vs. 88.15 lost
  • 25 E_Wasted
  • 1 loss

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 — Negative return despite moderate activity

  • -29.82 Net_Score
  • 22 War_Hits and 22 Hospital
  • 1 mug
  • Score profile: 61.64 gained vs. 91.46 lost
  • 0 E_Wasted, but little positive conversion

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 — Largest tactical inefficiency despite positive score

  • 475 E_Wasted — highest on the roster
  • 19 losses — highest on the roster
  • 2 mugs
  • 87 hits and +256.21 Net_Score

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- — High volume undermined by failed engagements

  • 69 War_Hits
  • +163.17 Net_Score
  • 275 E_Wasted
  • 10 losses
  • FairFight 1.18

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 — Good score, but too many failed or abandoned engagements

  • +207.70 Net_Score
  • 56 War_Hits
  • 200 E_Wasted
  • 7 losses
  • 3 escapes — tied for highest
  • 3 retaliations

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 — Moderate positive result with avoidable tactical leakage

  • +58.44 Net_Score
  • 47 War_Hits
  • 200 E_Wasted
  • 5 losses
  • 3 escapes
  • 1 retaliation

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.


5) Additional Observations

Net-negative members were a clear drag

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%.

Strong contributors with zero recorded wasted energy

Several players showed highly controlled attack execution:

  • MadHater95 — 0 E_Wasted, though still net negative due to score loss
  • SergeantSergio — 0 E_Wasted, +15.46 Net_Score
  • Eddy88 — 0 E_Wasted, +56.77 Net_Score
  • MaisD — 0 E_Wasted, +197.00 Net_Score

Among these, MaisD is the standout: strong score production with no recorded tactical errors in losses, energy waste, mugs, or escapes.

Enemy energy denial was weak

The best individual E_Stolen result was only 25, achieved by:

  • WickedSick
  • PJPowers
  • Luciferst
  • MaisD
  • Arief_W_S

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.

Recommended priorities for the next war

  1. Reduce repeated bad attacks: Members with high E_Wasted should disengage faster after failed attempts.
  2. Assign targets by matchup: High-volume fighters should receive targets they can reliably clear, rather than self-selecting difficult opponents.
  3. Improve FairFight selection: No member reached the desired 2.5 standard; target quality needs substantial improvement.
  4. Eliminate mugging: Four mugs is manageable but unnecessary. Default to Hospitalize or Leave.
  5. Protect net-negative members: Ziutex, PJPowers, and MadHater95 need closer target assignment and defensive support to prevent score drains.
  6. Broaden investment: Cans and refills were concentrated in a few players. If faction resources permit, broader coordinated investment could improve sustained pressure.

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.