Overview

This is an extended war report for the war 45597 between MADE and Null & Void. Data is presented from the side of MADE. Link to the official war report can be found HERE.

Rewards

War outcome for your faction: Loss
Total hits done: 198
War hits: 167
Non war hits: 31
Total respect earned: 1196.24
Members contributed: 21/52


Rewards for your faction:

Name Amount Price
Melee Cache 1 133.6 M

Earnings from caches: 133.6 M
Total earnings: 133.6 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
ChuffnDalmatron 13.13
Xanom 10.61
qst 10.10
CEBrence 8.59
N1ChiefRocka 8.08
Top 5 by War hits
Name War_Hits
ChuffnDalmatron 26
Xanom 21
qst 20
CEBrence 16
N1ChiefRocka 16
Top 5 by Non War hits
Name Non_War_Hits
POVDingus 12
chvmbered 9
magnat_88 4
xXxSEVENxXx 3
charlie2015 2
Top 5 by Total hits
Name Total_Hits
ChuffnDalmatron 26
Xanom 21
qst 20
CEBrence 17
N1ChiefRocka 16
Top 5 by Assists
Name Assists
spungee 1
qst 0
Dem0nSoldi3r 0
LO0PY 0
Urist-Ironforge 0

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

## [1] "Friendly chain savers:"
Saver Chain Time remaining
Rikuto 52 44
CEBrence 50 39
chvmbered 41 3
## [1] "Enemy chain savers:"
Saver Chain Time remaining
CatStevens 711 57

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 1196.24
Total respect lost: 1689
Net respect change: -492.762
Average respect earned per attack: 5.59

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: 1051.81
Total score lost: 5510.11
Median net score per member: -93.752

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
Squachy 0.51
ScorpionKill 0.51
ASANOS 0.51
drago_knuckles 0.00
luckylvl 0.00
JokerOG101 0.00
pepepotamo 0.00
Astoriah 0.00
Pyper2121 0.00
SinMal 0.00
Ubhaya 0.00
Knubbs 0.00
H04X 0.00
Avi117 0.00
Perruzzi 0.00
MR_ClapYouUp 0.00
Porog 0.00
Viarrah 0.00
SHARDEN 0.00
Spodge 0.00
Low_Roar 0.00
Nyannerss 0.00
Charles15 0.00
Dard 0.00
The__Godfather 0.00
Sartibartfastt 0.00
SaltyHairSiren 0.00
ProfessorPeace 0.00
Luciano_Scorssa 0.00
Jak-Jak 0.00
Death188 0.00
Horlly 0.00
Alphakingade 0.00
GHOST_TOAST329 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: 22
Xanax costs: 18.4 M
Total Refills used: 7
Refill costs: 5.42 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 13
Booster costs: 172.9 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] 0.31

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 showed strong top-end contribution but weak roster-wide conversion.

  • Active participation: A relatively small core of members generated the bulk of meaningful war output. Many roster entries showed high activity with zero War_Hits, indicating participation was present but not being converted into pressure.
  • Efficiency: The war was won with a noticeable amount of wasted energy and low-impact engagement. Several members logged meaningful activity and even prep investment, yet produced little or no direct war value.
  • Net_Score quality: The faction’s positive Net_Score came primarily from a handful of efficient hitters and a few high-investment members. However, this was offset by a large number of low-output participants and multiple members with substantial E_Wasted, Hospital time, or no meaningful offensive result.
  • Bottom line: The faction had a competitive strike group, but overall war efficiency was mixed because the roster was not consistently translating activity into hits, assists, or effective finishing actions.

2) Team Issues & Strategic Bottlenecks

Several clear systemic issues appeared:

A. Low activity-to-hit conversion

A large portion of the roster had:

  • decent or high Activity
  • but 0 War_Hits
  • and often 0 Assists

This suggests poor target acquisition, hesitation, or too much time spent active without executing war actions.

B. Excessive energy waste

Multiple members recorded significant E_Wasted, which is the clearest sign of inefficient attacking:

  • attacks launched into poor matchups
  • failed finish attempts
  • likely poor coordination on target selection

This was especially costly on members who also had low War_Hits or low contribution.

C. Weak finishing discipline

The table shows very limited use of Mugged actions, which is a strategic concern. In war, leaving targets or hospitalizing them is usually more valuable than mugging. A lack of proper finishing/cleanup actions implies the faction may have been leaving points on the table.

D. Over-reliance on a small number of hitters

The highest-value combat output came from a handful of players. That creates fragility:

  • if those players are down, hospitalized, or offline, pressure collapses
  • the roster overall does not appear to have had enough depth to sustain momentum

3) Individual Highlights — Positive Performers

These members stood out either through high War_Hits, high FairFight, strong investment, or making themselves costly to attack.

Top war contributors / efficient hitters

  • ChuffnDalmatron26 War_Hits, 171.25 Respect, 300 Contribution, FairFight 2.30, and strong activity. One of the best all-around war performers.
  • qst20 War_Hits, strong contribution, and reasonable efficiency. Important direct producer.
  • Xanom21 War_Hits, strong activity, and solid output. High-value war presence.
  • CEBrence16 War_Hits with FairFight 2.70 and very strong Net_Score (+115.59). Excellent efficiency profile.
  • N1ChiefRocka16 War_Hits, high respect gain, FairFight 2.27, and major positive Net_Score. Strong front-line contributor.
  • spungee10 War_Hits, 1 Assist, 3 Boosters, 1 Can, Retaliate present, and positive Net_Score (+9.7). A useful multi-role contributor.
  • Rikuto7 War_Hits, 2 Assists, and E_Stolen 200, which is excellent. Also had strong retaliation and decent FairFight.
  • dadaloglu7 War_Hits with respectable efficiency and positive participation.
  • Maria_G7 War_Hits, stable contribution, and decent all-around presence.

Exceptional investment / high-effort cases

  • Urist-Ironforge — Only 3 War_Hits, but notable for:

    • 5 Boosters
    • 1 Can
    • FairFight 2.35
    • Net_Score positive This was a meaningful support/investment profile, especially compared to low-output members.
  • charlie2015 — Small offensive total, but the combination of prep investment, boosters, and a positive fair-fight profile makes this a decent support case.

“Unbeatable” / enemy-energy drain cases

  • RikutoE_Stolen 200 is excellent; enemy attacks against this member were effectively wasted.
  • N1ChiefRockaE_Stolen 0, but the high output and strong pressure still make this a high-value member.
  • CEBrence — very strong attacker with low vulnerability footprint relative to output.

4) Individual Highlights — Negative Performers

These members hindered progress through high E_Wasted, minimal output, or major score drain.

Major points drains / no-output members

These players had activity and/or hospital presence but produced no war offense and no compensating value:

  • Dard — very high negative score impact, no war hits.
  • JokerOG101
  • Alphakingade
  • Horlly
  • Avi117
  • Perruzzi
  • Sharden
  • SaltyHairSiren
  • Sartibartfastt
  • Knubbs
  • Charles15
  • Luciano_Scorssa
  • Drago_knuckles
  • Pymper2121
  • Pyper2121
  • Ubhaya
  • Viarrah
  • Spodge
  • ProfessorPeace

These members contributed little to war output and mostly added roster weight rather than value.

High inefficiency / costly attackers

  • Dem0nSoldi3r — some war hits, but very high E_Wasted (75) and poor Net_Score. Inefficient conversion.
  • LO0PY150 E_Wasted, only 13 War_Hits, and multiple losses/escapes. High-cost, low-efficiency profile.
  • qst — despite strong output, the E_Wasted 25 suggests some inefficiency, though net value remains positive.
  • Xanom — strong hits, but 75 E_Wasted is substantial and should be reduced.
  • Rikuto — good output, but 50 E_Wasted is too high for the volume produced.
  • spungee — positive overall, but 125 E_Wasted is a concern and indicates overextension.
  • Chewysolo — modest output, 125 E_Wasted, and a negative net score. Inefficient use of energy.
  • charlie2015 — high activity but only limited output, with energy inefficiency present.
  • POVDingus12 non-war hits with no war hits and a negative war impact profile. Strong sign of misallocated effort.
  • magnat_88 — activity existed, but the combination of 4 Non_War_Hits, 4 Retreat/escape-related issues, and no meaningful war offense makes this a problematic profile.
  • Squachy and ScorpionKill — small contribution, but not enough to justify their activity/energy footprint.

5) Additional Observations

High activity, zero impact

A major theme of this war was activity without conversion. Many members were present and active but finished with:

  • 0 War_Hits
  • 0 Assists
  • no meaningful positive Net_Score

This is the clearest sign of a coordination or engagement problem.

Strong individual outlier

  • ChuffnDalmatron was the standout performer overall: high hits, high respect, excellent contribution, and solid efficiency.
  • CEBrence was likely the best “value attacker” because of strong output and favorable FairFight.
  • N1ChiefRocka and Xanom were also critical pressure players.

Support value matters

A few members with lower hit counts still mattered because they:

  • invested boosters/cans
  • achieved good FairFight
  • generated meaningful E_Stolen
  • or provided assists

These players should not be judged purely by hit count.


Final Assessment

The faction’s war effort was driven by a small, capable core, but the broader roster underperformed. The faction should focus on:

  1. Improving hit conversion from active time
  2. Reducing E_Wasted through better target coordination
  3. Assigning more disciplined finishing roles
  4. Separating true contributors from passive roster weight

Best Performers

  • ChuffnDalmatron
  • CEBrence
  • N1ChiefRocka
  • Xanom
  • qst
  • Rikuto
  • spungee

Most Problematic

  • LO0PY
  • Dem0nSoldi3r
  • Chewysolo
  • POVDingus
  • Large zero-impact cluster: Dard, JokerOG101, Alphakingade, Horlly, Avi117, Perruzzi, Sharden, SaltyHairSiren, Sartibartfastt, etc.

If you want, I can also turn this into a ranked leaderboard table with categories like Top Hitters, Best Efficiency, Worst Efficiency, and Biggest Drains.