Overview

This is an extended war report for the war 44852 between The White Knights 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: Victory
Total hits done: 973
War hits: 902
Non war hits: 71
Total respect earned: 6054.93
Members contributed: 29/38


Rewards for your faction:

Name Amount Price
Armor Cache 2 591.88 M
Melee Cache 2 295.45 M
Small Arms Cache 1 118.31 M

Earnings from caches: 1.01 B
Total earnings: 1.01 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 11.92
N1ChiefRocka 9.56
Xanom 9.46
LO0PY 8.12
CEBrence 6.47
Top 5 by War hits
Name War_Hits
spungee 113
N1ChiefRocka 93
Xanom 91
LO0PY 76
CEBrence 63
Top 5 by Non War hits
Name Non_War_Hits
chvmbered 20
Rikuto 8
Maria_G 7
charlie2015 6
Spodge 5
Top 5 by Total hits
Name Total_Hits
spungee 116
N1ChiefRocka 93
Xanom 92
LO0PY 79
CEBrence 63
Top 5 by Assists
Name Assists
Maria_G 5
Viarrah 4
chvmbered 3
CEBrence 3
Urist-Ironforge 2

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

## [1] "Friendly chain savers:"
Saver Chain Time remaining
LO0PY 336 24
ChuffnDalmatron 265 31
LO0PY 255 39
qst 196 49
Maria_G 195 15
ChuffnDalmatron 194 41
Maria_G 181 7
spungee 180 59
Maria_G 151 28
spungee 129 24
spungee 104 22
Nyannerss 91 42
spungee 75 18
Viarrah 69 33
N1ChiefRocka 65 16
charlie2015 62 45
charlie2015 58 49
Maria_G 48 47
Maria_G 47 40
Maria_G 46 37
Maria_G 44 9
Maria_G 44 15
spungee 42 44
spungee 39 34
Maria_G 36 31
spungee 29 40
LO0PY 28 23
spungee 27 60
## [1] "Enemy chain savers:"
Saver Chain Time remaining
206 10
125 13
83 10
82 52
81 20
80 21
79 17
78 20
Awaisome 77 31
76 22
72 4
Awaisome 61 49
54 37
Lemac 48 58
46 34
40 31
40 43
38 27
35 43

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 6054.93
Total respect lost: 792.26
Net respect change: 5262.672
Average respect earned per attack: 5.51

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: 5165.84
Total score lost: 2596.151
Median net score per member: -1.382

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
Avi117 0.92
luckylvl 0.72
Perruzzi 0.72
SinMal 0.62
Ubhaya 0.62
Knubbs 0.51
Spodge 0.51
Pyper2121 0.21
Low_Roar 0.10
drago_knuckles 0.00
JokerOG101 0.00
Yen0111 0.00
H04X 0.00
MR_ClapYouUp 0.00
Porog 0.00
SHARDEN 0.00
POVDingus 0.00
Charles15 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: 68
Xanax costs: 56.93 M
Total Refills used: 14
Refill costs: 10.84 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 16
Booster costs: 214.71 M
Total Cans used: 6
Can costs: 11.37 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] 0.84

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 offensive output from a core group, but overall efficiency was uneven. A meaningful portion of the roster contributed little or nothing, while a smaller set of active members generated most of the war pressure.

  • Active participants vs roster:
    Roughly 24 of 39 members recorded meaningful war hits, assists, or visible combat impact. That’s a decent participation rate, but the remaining third-plus of the roster was largely inactive or ineffective.
  • Net_Score efficiency:
    The faction produced several very high positive Net_Score contributors, led by spungee, LO0PY, Xanom, N1ChiefRocka, and CEBrence.
    However, this was offset by a large number of members with strongly negative Net_Score, indicating dead weight during the war.
  • Energy efficiency:
    At the top end, several members converted energy into high-value results with low waste and strong FairFight numbers.
    At the bottom end, some members generated no hits while still suffering heavy hospital time, or had low-impact activity with little war contribution.
    Overall, the faction’s gains were achieved by a relatively small elite rather than broad roster efficiency.

Bottom line: the war was won through a strong carry group, not through uniform team performance.


2) Team Issues & Strategic Bottlenecks

Several systemic problems stand out:

A. Large inactive / low-impact segment

A significant number of players had:

  • 0 war hits
  • high hospital time
  • near-zero contribution
  • no meaningful retaliation or support value

This suggests either poor war readiness, low engagement, or members being unable to sustain combat uptime.

B. Points drain from low-contribution members

Many players posted negative Net_Score while adding little in terms of hits or assists. That means the faction likely absorbed pressure without enough counter-output from those members.

C. Weak finishing discipline

Many players generated hits but did not convert them into efficient war progress:

  • very low assists
  • low mug/leave discipline
  • some unnecessary losses and escapes
  • several members had hits but poor net conversion relative to their activity

D. Energy waste on weaker performers

Some members show E_Wasted far exceeding output quality, indicating poor target selection or repeated failed attempts. This is especially problematic when the player also had:

  • low FairFight
  • low War_Hits
  • high hospital time
  • minimal E_Stolen

E. Limited support-role execution

Assists were present, but not widely distributed. A few players provided solid coordination value, while many contributed pure damage with limited team utility. That’s workable in a dominant war, but less efficient in closer matchups.


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

Top overall contributors

These members combined high War_Hits, high Net_Score, strong activity, and/or excellent efficiency:

  • spungee
    Elite carry performance.

    • 113 War_Hits
    • 7 assists
    • 12.707 activity
    • Net_Score 701.64
    • 5 boosters, 3 cans, 2 refills
    • High overall impact and one of the clearest war MVPs
  • LO0PY
    Massive volume and strong conversion.

    • 76 War_Hits
    • 1 booster, 1 refill
    • Net_Score 456.84
    • Very strong contribution-to-activity ratio
  • Xanom
    Extremely efficient high-end performer.

    • 91 War_Hits
    • 2 refills
    • Net_Score 446.83
    • Strong investment and very high output
  • N1ChiefRocka
    One of the strongest direct hitters.

    • 93 War_Hits
    • Net_Score 391.78
    • Clean, high-volume war pressure
  • CEBrence
    Excellent war pressure with strong support value.

    • 63 War_Hits
    • 3 assists
    • 7 war xanax
    • Net_Score 216.14
    • High-value contributor

Strong efficiency / high-FairFight performers

  • ChewysoloFairFight 2.03, high-quality output, solid score
  • AstoriahFairFight 2.10, good balance of damage and efficiency
  • Urist-Ironforge — good war presence, strong score, respectable FairFight
  • spungeeFairFight 2.36, among the best mix of volume and efficiency
  • Maria_G — strong combined output, solid support contribution
  • Viarrah — good activity, strong score, multiple cans
  • chvmbered — one of the better support-style contributors, with assists and respectable FairFight 2.46

“Unbeatable” / high enemy energy denial

  • spungeeE_Stolen 50
  • LO0PYE_Stolen 25
  • XanomE_Stolen 25
  • N1ChiefRockaE_Stolen 50
  • Chemically strong defenders like H04X and MR_ClapYouUp had high E_Stolen despite no hits, meaning they absorbed enemy energy and limited enemy efficiency.

4) Individual Highlights — Negative (Underperformers)

These members either drained points, showed high waste, or had little to no war impact:

Major points drains / no-impact members

  • MR_ClapYouUpNet_Score -116.31
    • 0 war hits
    • 23 hospital
    • high vulnerability, no return
  • H04XNet_Score -109.46
    • 0 war hits
    • 25 hospital
    • contributed nothing offensively
  • JokerOG101Net_Score -106.35
    • 0 war hits
    • 25 hospital
    • very high enemy pressure absorbed, but no active return
  • POVDingusNet_Score -94.91
    • 0 war hits, 28 hospital
  • luckylvlNet_Score -93.38
    • low offensive output, high exposure
  • Charles15Net_Score -79.16
    • 0 war hits, 20 hospital
  • Sharden / Porog / Nyannerss / Knubbs / Perruzzi also sit in the significant negative band

High-waste / inefficient attackers

  • spungee and LO0PY are not here; they were efficient.
    Instead, notable waste cases include:
  • Rikuto
    • 4 war hits, but E_Wasted 40.52
    • very poor efficiency relative to output
    • also had 7 escapes, which is a major red flag
  • Nyannerss
    • decent activity, but low-impact output and negative net
  • SinMal
    • low war output and negative net despite some combat presence
  • Pyper2121
    • minimal offensive return, negative net
  • Spodge
    • low output, little strategic value

Targeting / engagement problems

  • Mugged events were rare, but where present they suggest missed opportunity for proper war progression.
  • Lost counts are most concerning where paired with low total hits and high waste.
  • Escape numbers are especially damaging when they come from members who are already low-output.

5) Additional Observations

  • High activity with low impact:
    Several members were active but produced little strategic value. This is a major inefficiency because activity should correlate with war hits, assists, or energy denial.
  • Defensive value without offense:
    Some zero-hit members still had useful E_Stolen values, meaning they were absorbing enemy energy. That is not useless, but it should ideally be paired with offensive follow-through.
  • Best “support” profiles:
    Players like chvmbered, Ubhaya, dadaloglu, and Maria_G contributed in a more balanced way, mixing hits, assists, and decent efficiency.
  • Roster depth issue:
    The war clearly depended on a top tier of performers. The lower half of the roster did not create enough pressure to justify its slot usage.

Final Verdict

The faction’s war effort was carried by a small elite core that delivered strong hit volume, high Net_Score, and good energy efficiency. The main weakness was roster-wide inconsistency, with too many members contributing little or becoming net liabilities through inactivity, hospital time, or wasted energy.

Priority recommendations:

  1. Concentrate war energy on the top performers who can convert it efficiently.
  2. Reduce deployment of low-impact or inactive members unless their role is specifically defensive soak.
  3. Improve target discipline to reduce E_Wasted and Escapes.
  4. Use support players more intentionally to increase assists and finish reliability.
  5. Track hospital-prone members separately so they do not quietly become points drains again.

If you want, I can also turn this into:

  • a ranked MVP / LVP list
  • a leaderboard by Net_Score and efficiency
  • or a war-readiness roster tier breakdown.