Overview

This is an extended war report for the war 48423 between Ruined Chaos and MADE. 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: 246
War hits: 240
Non war hits: 6
Total respect earned: 1412.36
Members contributed: 29/46


Rewards for your faction:

Name Amount Price
Melee Cache 1 136.67 M
Small Arms Cache 1 120.64 M

Earnings from caches: 257.31 M
Total earnings: 257.31 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
Urist-Ironforge 15.45
Xanom 10.16
qst 8.94
N1ChiefRocka 8.94
spungee 6.91
Top 5 by War hits
Name War_Hits
Urist-Ironforge 36
Xanom 25
qst 22
N1ChiefRocka 22
spungee 17
Top 5 by Non War hits
Name Non_War_Hits
magnat_88 3
Urist-Ironforge 2
Death188 1
qst 0
Dem0nSoldi3r 0
Top 5 by Total hits
Name Total_Hits
Urist-Ironforge 38
Xanom 25
qst 22
N1ChiefRocka 22
spungee 17
Top 5 by Assists
Name Assists
Rikuto 1
qst 0
Dem0nSoldi3r 0
LO0PY 0
H04X 0

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

## [1] "No friendly chain saves found!"
## [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: 1412.36
Total respect lost: 1427.81
Net respect change: -15.452
Average respect earned per attack: 5.46

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: 1326.83
Total score lost: 5698.121
Median net score per member: -101.842

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 0.81
chvmbered 0.81
SHARDEN 0.81
ScorpionKill 0.81
ASANOS 0.81
drago_knuckles 0.41
Astoriah 0.41
Viarrah 0.41
luckylvl 0.00
SinMal 0.00
Ubhaya 0.00
Knubbs 0.00
Chewysolo 0.00
Perruzzi 0.00
Spodge 0.00
The__Godfather 0.00
Squachy 0.00
Jak-Jak 0.00
Langen 0.00
BoDuke13 0.00
iamxaiRNMANEMT 0.00
rajo_kobac 0.00
xXxSEVENxXx 0.00
ChoppedLiver 0.00
Niclan 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: 48
Xanax costs: 40.57 M
Total Refills used: 11
Refill costs: 8.76 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 12
Booster costs: 167.1 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] 0.15

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 fielded a large but unevenly productive roster. A substantial number of members were active, but the war effort was heavily concentrated in a smaller set of high-impact players. The team generated some strong positive output through a few elite contributors, but overall efficiency was dragged down by:

  • many low- or zero-impact active members
  • high total enemy pressure on inactive/ineffective members
  • substantial E_Wasted from poor attack conversion
  • limited use of optimal finishers and control moves

The clearest sign of inefficiency is that several members posted high activity and high incoming hospital time while contributing little or nothing offensively. That suggests the faction was present in the war, but not consistently converting activity into progress.

From a scoring perspective, the faction did produce standout positive net values from a few members, especially the top hitters, but these gains came at a high internal cost due to widespread negative Net_Score across the roster. In short: the faction had the volume to compete, but not the distribution or discipline to dominate.


2) Team Issues & Strategic Bottlenecks

A. Excessive low-output participation

A major bottleneck was the number of members who logged activity and absorbed pressure, yet produced 0 War_Hits or near-zero offensive value. Examples include multiple players with:

  • high hospital time
  • several hours active
  • no meaningful faction contribution

This points to a structural issue: presence was not translating into impact.

B. Poor energy efficiency

Several members showed notable E_Wasted, indicating failed outgoing attacks and inefficient target selection. This is one of the clearest war-time drains because it consumes energy without generating point movement. The worst offenders were not always the highest-volume hitters, but rather those who repeatedly failed to convert turns into war progress.

C. Weak finishing discipline

There were too few signs of controlled progression through Leave/Hospitalize-style finisher behavior. Mugging appeared in some cases, but the more important issue is that many members were not producing enough successful war-chain utility to justify their activity.

D. Inflated defense burden

A large number of members sat in hospital for long periods or were repeatedly pressured, which reduced battlefield continuity. The faction seems to have had pockets of active combat, but not a sustained rotating pressure system.

E. Activity-to-hit imbalance

Several players showed decent activity but minimal hits. That usually indicates:

  • poor timing
  • uncertainty in target selection
  • idle war presence without enough attack cadence
  • overexposure without impact

3) Individual Highlights: Positive Performers

Top war contributors / high-impact performers

These members stood out for direct war value, strong efficiency, or exceptional durability:

  • Urist-Ironforge — The best all-around performer in the dataset.

    • 36 War_Hits
    • 248.71 Net_Score
    • FairFight 2.38 near the ideal band
    • Strong contribution despite some incoming pressure
    • Best example of converting activity into real war progress
  • Xanom

    • 25 War_Hits
    • 85.27 Net_Score
    • FairFight 2.51 right on target
    • Efficient and reliable, with strong offensive conversion
  • qst

    • 22 War_Hits
    • 80 Net_Score
    • Very solid contribution, low waste profile
    • Good direct output with minimal drag
  • spungee

    • 17 War_Hits
    • 275 total impact profile with 2 boosts
    • Net_Score slightly positive
    • Strong team value with respectable FairFight
    • One of the few players who stayed near neutral while staying active and relevant
  • Jambeano

    • 10 War_Hits
    • High positive Net_Score
    • Good investment profile and strong efficiency for volume
  • Rikuto

    • 11 War_Hits
    • Solid hit volume with meaningful output
    • Not elite by score, but a legitimate contributor

Investment-heavy / support contributors

These members showed notable resource commitment:

  • xlypso

    • 2 Boosters
    • 1 Refills
    • Strong willingness to invest despite limited output
  • CEBrence

    • 4 Boosters
    • 1 Refills
    • Heavy participation and support effort
  • SHARDEN

    • 5 Boosters
    • 1 Refills
    • High investment, though efficiency was mixed
  • ChuffnDalmatron

    • 8 Boosters
    • High activity
    • Heavy commitment, though conversion into wins was limited
  • Magnat_88

    • 12 Prep Xanax
    • Also logged 2 Cans
    • Strong prep/commitment footprint, even if war output remained low

Hard-to-kill / high enemy-waste profiles

These members helped by forcing the enemy to spend energy inefficiently:

  • Urist-Ironforge — strong pressure absorber with elite output
  • N1ChiefRocka — very high E_Wasted against them, though their own net was near neutral
  • Chewysolo — significant enemy attention absorbed
  • Squachy — very high E_Stolen / enemy attention style profile
  • Perruzzi — enemy had to work through them, though offensive return was absent

4) Individual Highlights: Negative Performers

These members most clearly hindered faction progress through low output, negative net contribution, or inefficient spending of energy.

Major points drains / poor efficiency

  • Chewysolo

    • Net_Score: -430.6
    • Extremely large negative swing
    • High enemy attention but essentially no productive war value
    • One of the worst net drains in the dataset
  • Squachy

    • Net_Score: -285.21
    • High hospital exposure, no meaningful offense
    • Major liability by score drain
  • The__Godfather

    • Net_Score: -154.13
    • Essentially inactive in offense
    • High hospital time with no compensation
  • BoDuke13

    • Net_Score: -166.29
    • No offensive output, high incoming pressure
  • Perruzzi

    • Net_Score: -188.87
    • No War_Hits, high exposure, no offsetting contribution
  • H04X

    • Net_Score: -163.76
    • Very low output and high negative impact
  • drago_knuckles

    • Net_Score: -202.79
    • Only 1 War_Hit, very high net loss
    • Strong example of activity not translating into effect

High E_Wasted / inefficient attackers

  • SHARDEN

    • E_Wasted: 0 but low impact
    • Despite strong investment, the output did not match the resources used
  • Dem0nSoldi3r

    • E_Wasted: 50
    • One of the clearest inefficient contributors
    • 5 War_Hits, but severe negative net value
  • LO0PY

    • E_Wasted: 100
    • High hit count did not prevent a large negative net
    • Significant inefficiency
  • H04X

    • E_Wasted: 75
    • Poor conversion and poor battlefield result
  • N1ChiefRocka

    • E_Wasted: 350
    • Massive energy burn
    • Despite good War_Hits, the efficiency profile is deeply concerning
  • ChuffnDalmatron

    • E_Wasted: 75
    • Very high activity and investment, but poor return

5) Additional Observations

High activity with little or no impact

Several members had decent activity but almost no offensive value, which is one of the biggest red flags in a war report:

  • The__Godfather
  • luckylvl
  • Perruzzi
  • Squachy
  • Chewysolo
  • BoDuke13
  • Ubhaya
  • ChoppedLiver

This pattern suggests that the faction had too many members merely occupying space rather than actively shaping the war.

Best efficiency profiles

The most impressive efficiency combinations were:

  • Urist-Ironforge — best overall war asset
  • Xanom — clean, balanced, effective
  • qst — reliable and productive
  • spungee — strong overall participation with positive net result

FairFight standouts

FairFight values near or above 2.5 are especially strong:

  • Xanom: 2.51
  • Urist-Ironforge: 2.38
  • Jambeano: 2.17
  • spungee: 2.08
  • qst: 1.51 was decent but not elite

These are the members most likely to have delivered efficient war value relative to target difficulty.


Bottom Line

The faction’s war effort was powered by a small core of high-performing contributors, but overall performance was diluted by:

  • widespread low impact
  • excessive negative Net_Score across the roster
  • poor attack efficiency from several members
  • too many active players failing to translate presence into war progress

Best performers:

Urist-Ironforge, Xanom, qst, spungee, Jambeano

Most harmful contributors:

Chewysolo, Squachy, Perruzzi, The__Godfather, BoDuke13, H04X, drago_knuckles

If you want, I can also turn this into a ranked faction scoreboard with:

  • top 10 contributors
  • top 10 liabilities
  • efficiency tiers
  • and a short command-style action plan for the next war.