Overview

This is an extended war report for the war 47991 between MADE and Elite ops. Data is presented from the side of MADE. Link to the official war report can be found HERE.

Rewards

War outcome for your faction: Victory
Total hits done: 500
War hits: 460
Non war hits: 40
Total respect earned: 4195.46
Members contributed: 33/47


Rewards for your faction:

Name Amount Price
Armor Cache 2 580.87 M
Melee Cache 1 133.57 M
Heavy Arms Cache 1 370 M

Earnings from caches: 1.08 B
Total earnings: 1.08 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
spungee 11.4
LO0PY 7.8
Maria_G 7.8
CEBrence 7.6
Xanom 6.0
Top 5 by War hits
Name War_Hits
spungee 56
Maria_G 39
LO0PY 38
CEBrence 38
Xanom 30
Top 5 by Non War hits
Name Non_War_Hits
t2hi 9
xXxSEVENxXx 6
Sartibartfastt 6
Squachy 6
Pyper2121 4
Top 5 by Total hits
Name Total_Hits
spungee 57
LO0PY 39
Maria_G 39
CEBrence 38
Xanom 30
Top 5 by Assists
Name Assists
SHARDEN 14
Maria_G 8
CEBrence 7
LO0PY 6
Squachy 5

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

## [1] "Friendly chain savers:"
Saver Chain Time remaining
charlie2015 423 30
Xanom 166 13
Maria_G 72 18
## [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: 4195.46
Total respect lost: 51.84
Net respect change: 4143.622
Average respect earned per attack: 7.13

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: 3453.26
Total score lost: 184.921
Median net score per member: 21.472

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
H04X 0.8
pepepotamo 0.8
ASANOS 0.8
SinMal 0.6
Langen 0.6
Dem0nSoldi3r 0.4
drago_knuckles 0.2
Perruzzi 0.2
chvmbered 0.2
luckylvl 0.0
N1ChiefRocka 0.0
Ubhaya 0.0
Knubbs 0.0
Chewysolo 0.0
Urist-Ironforge 0.0
magnat_88 0.0
Spodge 0.0
Nyannerss 0.0
The__Godfather 0.0
SaltyHairSiren 0.0
BoDuke13 0.0
Splitwig 0.0
iamxaiRNMANEMT 0.0

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: 24
Xanax costs: 20.34 M
Total Refills used: 6
Refill costs: 4.68 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 1
Booster costs: 13.62 M
Total Cans used: 1
Can costs: 2.05 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] 0.7

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 strong volume of meaningful war output, led by a core group of high-impact hitters rather than broad roster-wide participation. The total war contribution was concentrated heavily among a few members with excellent efficiency profiles, especially those combining high War_Hits, high Assists, and strong FairFight scores.

Participation rate was moderate-to-good, but uneven.

  • A meaningful share of the roster logged at least some activity, but several members posted zero or near-zero impact despite being active.
  • The war effort appears to have depended on a small high-performing core while many others contributed marginally or not at all.

Efficiency of Net_Score generation was generally good.

  • The faction’s top contributors converted activity into Net_Score effectively.
  • However, some members generated score at a high energy cost, indicated by elevated E_Wasted and cases of low-impact activity.
  • The overall result is best described as successful but not fully optimized: good output, but room to reduce inefficiency and improve roster-wide engagement.

2) Team Issues & Strategic Bottlenecks

Main systemic strengths

  • Strong coordination among top hitters: Multiple members combined War_Hits with Assists, indicating the faction was not purely brute-forcing solo attacks.
  • Good FairFight values among major contributors: Several key players were near or above the desirable 2.5 benchmark, suggesting strong target selection and efficient hit quality.
  • Some members showed high willingness to invest via prep Xanax, boosters, cans, and refills.

Main bottlenecks

  1. Energy waste from underperforming attacks

    • Several members logged war activity but produced limited or no return, suggesting poor target selection, weak chaining discipline, or low execution quality.
    • Notable E_Wasted values on some higher-activity members suggest that not all war energy was converted efficiently into score.
  2. Too many low-impact participants

    • Several roster members had activity but almost no war effect.
    • This suggests a bottleneck in converting presence into action, likely due to hesitation, bad timing, or insufficient target guidance.
  3. Suboptimal finishing behavior

    • Mugging appears in a few cases and generally does not help war progress unless used for a very specific strategic purpose.
    • For war, the better default choices remain Leave or Hospitalize depending on team intent and hit sequencing.
  4. Hospital time reduced consistency

    • Some top contributors still absorbed downtime, limiting sustained pressure.
    • While this is normal in war, it becomes costly when a few players are carrying the majority of output.

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

These members stood out for high output, strong efficiency, or major team value:

Top-tier war contributors

  • spungee — 56 War_Hits, 1 Assists, 11.4 contribution, Net_Score 540.46, FairFight 2.46

    • One of the best all-around performers.
    • Excellent volume with strong FairFight and meaningful enemy pressure.
    • Also had 100 E_Stolen, making them hard to shut down.
  • CEBrence — 38 War_Hits, 7 Assists, Net_Score 265.79, FairFight 1.86

    • High-volume contribution with strong team support.
    • 7 assists is a major positive coordination marker.
  • Xanom — 30 War_Hits, 25 E_Stolen, FairFight 2.63

    • Extremely efficient and difficult for the enemy to convert on.
    • A clean, high-value war piece.
  • LO0PY — 38 War_Hits, 6 Assists, FairFight 2.41

    • Very strong sustained output.
    • Good coordination and excellent total action volume.
  • Maria_G — 39 War_Hits, 8 Assists, FairFight 2.16

    • One of the best support+damage profiles.
    • High-hit count with excellent assist volume.
  • SHARDEN — 18 War_Hits, 14 Assists, FairFight 1.61, strong pressure support

    • Assist volume is exceptional.
    • Even with moderate hits, the team value is very high through coordination.
  • Rikuto — 26 War_Hits, 3 Assists, E_Stolen 150

    • Strong practical war impact and notable “hard to punish” profile.
    • Good all-around contribution.
  • dadaloglu — 19 War_Hits, 2 Assists, Net_Score 108.02

    • Efficient and solid, with no major waste.
    • Reliable contributor rather than flashy, but clearly useful.

Strong efficiency / high-FairFight contributors

  • qst — 21 War_Hits, FairFight 2.12, excellent score gain
  • xXxSEVENxXx — 18 War_Hits, FairFight 2.33
  • Pyper2121 — modest raw output, but FairFight 1.78 and balanced contribution
  • Squachy — 6 War_Hits, 5 Assists, E_Stolen 125
    • Very high defensive annoyance value.
    • Despite lower raw hits, the enemy wasted a lot of energy on them.

Investment-heavy contributors

  • spungee, CEBrence, Xanom, LO0PY, Maria_G
    • These members combined high output with visible investment in war prep and/or resource commitment.

4) Individual Highlights: Negative (“Underperformers”)

These members either failed to convert presence into impact, generated wasted energy, or posted a net drag on faction progress.

Significant negative contributors

  • luckylvl — Hospital 1, Score_Down 5.78, Net_Score -5.78

    • Clear points drain.
    • No meaningful war output to offset the negative impact.
  • Chewysolo — Hospital 1, Score_Down 10, Net_Score -10

    • Another pure drag on the war effort.
    • No offensive contribution.
  • iamxaiRNMANEMT — Score_Down 3.73, Net_Score -3.73

    • Negative outcome without compensating output.
  • Splitwig — Score_Down 12.94, Net_Score -12.94

    • One of the worst net outcomes in the roster.
    • Strongly detrimental.
  • Nyannerss — Score_Down 24.89, Net_Score -24.89

    • By far the clearest negative outlier.
    • Also had 4 hospital entries, indicating sustained vulnerability and poor war-side impact.

High activity, low return

  • t2hi — 9 Non-War_Hits, 0 War_Hits

    • Activity existed, but none of it translated into war contribution.
    • This is a major opportunity cost.
  • Urist-Ironforge, BoDuke13, Knubbs, Spodge

    • Essentially no material war impact.
    • If active, they were ineffective; if inactive, they were dead weight in this war context.

Inefficient or waste-heavy profiles

  • Jak-Jak — 4 War_Hits, 2 Escapes, low efficiency
  • Pyper2121 — 2 War_Hits, 4 Non-War_Hits, some waste
  • Sartibartfastt — 3 War_Hits, 6 Non-War_Hits, 4 Losses, low FairFight 1.47
    • Poor target selection / execution quality.
  • Squachy — despite great utility as a defensive sink, also had 5 losses and 5 mugged
    • Good team value overall, but not clean execution.
  • qst — despite very strong output, also had 2 losses and notable energy cost
    • Good performer, but not flawless efficiency.

5) Additional Observations

  • The war was carried by a compact elite core.
    The top end of the roster created the majority of meaningful score. This is not inherently bad, but it creates vulnerability if those players go unavailable in future wars.

  • Some members were “present but inert.”
    Multiple players logged activity, yet their impact was negligible. This suggests a need for clearer war roles:

    • who is chaining,
    • who is finishing,
    • who is soaking enemy energy,
    • who is banking/holding.
  • High E_Stolen deserves recognition.
    Members like Xanom, Squachy, and Rikuto forced the enemy to spend energy inefficiently. This kind of value is often underappreciated but strategically important.

  • FairFight near 2.5 is the quality benchmark.
    The best performers were close to or above that line, indicating they were choosing efficient targets and converting hits into score well.

  • Mugging should remain situational only.
    It appears too often as a default finish in some profiles. For war progression, the faction should prefer Hospitalize or Leave, depending on chain state and operational need.


Bottom Line

The faction achieved a solid war result driven by a strong, efficient nucleus, especially spungee, CEBrence, Xanom, LO0PY, Maria_G, and qst. The biggest weakness was not top-end power, but low-conversion participation from the rest of the roster and a handful of members who actively hurt net output. Future wars would benefit most from:

  1. tighter target assignment,
  2. reducing wasted energy,
  3. clearer role assignment,
  4. and improving engagement from the lower-output members.

If you want, I can also turn this into a ranked table of the top 10 and bottom 10 performers with short notes for each.