Overview

This is an extended war report for the war 48836 between Toxic Blight 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: 1428
War hits: 1314
Non war hits: 114
Total respect earned: 9065.14
Members contributed: 41/48


Rewards for your faction:

Name Amount Price
Medium Arms Cache 1 194.78 M
Armor Cache 2 594.9 M
Melee Cache 1 137.51 M

Earnings from caches: 927.19 M
Total earnings: 927.19 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
spungee 6.58
charlie2015 5.74
Death188 5.18
Xanom 5.11
CEBrence 4.97
Top 5 by War hits
Name War_Hits
spungee 83
Death188 74
Xanom 73
CEBrence 71
charlie2015 69
Top 5 by Non War hits
Name Non_War_Hits
Niclan 23
charlie2015 13
spungee 11
MikhailNavaly 10
xXxSEVENxXx 9
Top 5 by Total hits
Name Total_Hits
spungee 94
charlie2015 82
Death188 74
Xanom 73
CEBrence 71
Top 5 by Assists
Name Assists
SHARDEN 5
Dem0nSoldi3r 3
xlypso 3
CEBrence 3
spungee 3

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

## [1] "Friendly chain savers:"
Saver Chain Time remaining
CEBrence 482 60
CEBrence 480 46
Jambeano 479 57
CEBrence 477 48
ScorpionKill 475 55
Death188 473 40
dadaloglu 467 54
dadaloglu 465 43
LO0PY 464 14
spungee 462 60
dadaloglu 458 38
dadaloglu 457 32
LO0PY 455 24
Rikuto 450 3
LO0PY 448 25
Chewysolo 430 56
Xanom 404 29
Death188 392 40
Chewysolo 383 60
Death188 366 23
CEBrence 362 46
charlie2015 354 49
spungee 333 26
MikhailNavaly 330 52
Perruzzi 318 56
Jak-Jak 317 56
Death188 316 54
Chewysolo 313 16
CEBrence 309 51
CEBrence 308 44
Chewysolo 305 30
Death188 295 57
Xanom 286 34
Rikuto 280 48
ChuffnDalmatron 279 53
LO0PY 272 51
LO0PY 271 47
spungee 268 17
ChuffnDalmatron 263 53
LO0PY 243 43
LO0PY 242 53
Urist-Ironforge 229 43
LO0PY 224 41
Chewysolo 219 51
SHARDEN 212 48
Urist-Ironforge 209 36
charlie2015 199 57
dadaloglu 196 49
dadaloglu 194 56
dadaloglu 193 59
charlie2015 182 36
Jak-Jak 179 44
dadaloglu 178 34
dadaloglu 177 59
dadaloglu 173 58
Jambeano 169 48
charlie2015 166 52
rajo_kobac 157 25
Ubhaya 153 15
ScorpionKill 146 55
xlypso 137 12
CEBrence 130 58
Jambeano 128 56
spungee 104 18
charlie2015 95 39
ChuffnDalmatron 95 45
SHARDEN 89 50
charlie2015 89 53
SHARDEN 88 52
charlie2015 82 29
Ubhaya 81 18
xlypso 80 53
xlypso 74 13
ChuffnDalmatron 67 20
spungee 67 22
Death188 66 2
ChuffnDalmatron 66 54
Jambeano 64 45
spungee 64 60
charlie2015 59 43
Death188 58 20
Death188 57 25
ChuffnDalmatron 55 51
Death188 54 23
xXxSEVENxXx 48 27
spungee 48 54
Jak-Jak 46 27
spungee 45 32
spungee 39 23
charlie2015 39 38
spungee 37 49
ChuffnDalmatron 35 12
Dem0nSoldi3r 35 47
CEBrence 34 48
xXxSEVENxXx 33 28
charlie2015 31 53
Jambeano 28 36
xXxSEVENxXx 28 41
## [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: 9065.14
Total respect lost: 1163.26
Net respect change: 7901.882
Average respect earned per attack: 5.47

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: 7494.18
Total score lost: 4463.21
Median net score per member: 45.122

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
rajo_kobac 0.98
Dem0nSoldi3r 0.91
Sartibartfastt 0.84
Knubbs 0.70
luckylvl 0.63
Perruzzi 0.42
H04X 0.28
ChoppedLiver 0.21
drago_knuckles 0.14
ASANOS 0.07
Spodge 0.00
The__Godfather 0.00
BoDuke13 0.00
iamxaiRNMANEMT 0.00
Wakoy 0.00
DelbySo 0.00
Neto1995 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: 40
Xanax costs: 34.13 M
Total Refills used: 16
Refill costs: 12.66 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 6
Booster costs: 84.96 M
Total Cans used: 7
Can costs: 15.14 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] 0.81

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

Roster: 48 members
Direct war participants: 40/48 (83.3%) recorded at least one War_Hit
Zero-War_Hit members: 8/48 (16.7%)
Total War_Hits: 1,314
Faction Net_Score: +3,030.98
E_Wasted: 1,600
E_Stolen: 2,275
Net energy exchange: +675 in the faction’s favor

The faction generated a clearly positive overall score and achieved a favorable energy-denial balance. For every unit of energy wasted on failed outgoing attacks, the faction produced approximately 1.89 Net_Score. The positive E_Stolen–E_Wasted differential (+675) indicates that enemy attacks against faction members were punished more often than the faction’s own failed attacks cost it.

However, output was concentrated. The five largest positive scorers—spungee, CEBrence, ScorpionKill, xXxSEVENxXx, and LO0PY—produced +1,803.92 Net_Score, or roughly 59.5% of the entire faction’s net gain. This is an effective core, but it also shows that the war effort relied heavily on a relatively small group.

Participation was reasonably broad by War_Hit count, but not universal. Eight members failed to register a War_Hit, and most of them also generated a negative score. The faction’s total result was good; its depth and consistency were less so.


2) Team Issues & Strategic Bottlenecks

A. Too many zero-impact or negative-impact slots

The eight members with zero War_Hits collectively did not provide enough compensating value through assists, energy denial, or score preservation. Several became substantial points drains:

  • Wakoy: 0 War_Hits, -149.28 Net_Score
  • DelbySo: 0 War_Hits, -140.10 Net_Score
  • BoDuke13: 0 War_Hits, -131.03 Net_Score
  • iamxaiRNMANEMT: 0 War_Hits, -84.88 Net_Score
  • Spodge: 0 War_Hits, -73.11 Net_Score
  • Neto1995: 0 War_Hits, -47.41 Net_Score
  • The__Godfather: 0 War_Hits, -30.11 Net_Score
  • Niclan: 0 War_Hits, -5.70 Net_Score, despite 23 Non-War_Hits and 1 assist

The main issue is not merely low output; it is that several members absorbed score losses without producing direct war pressure.

B. Failed outgoing attacks were concentrated among otherwise valuable players

The faction’s 1,600 E_Wasted is manageable in aggregate because E_Stolen was higher, but the wasted energy was concentrated among high-volume players. This creates an opportunity for better target screening and timing discipline.

Largest E_Wasted totals:

  • spungee: 200
  • Astoriah: 175
  • SaltyHairSiren: 150
  • xXxSEVENxXx: 125
  • Jambeano: 100
  • LO0PY: 75
  • dadaloglu: 75
  • Sartibartfastt: 75
  • Rikuto: 50
  • Xanom: 50
  • CEBrence: 50

Not all of this is poor performance—several of these members still scored strongly—but high-output players represent the greatest return on improved targeting. Reducing failed attacks from the core hitters would materially improve future war efficiency.

C. Hospital exposure was high across the roster

The roster accumulated 759 Hospital events/units. Several members were repeatedly unavailable or vulnerable:

  • SaltyHairSiren: 31 Hospital
  • charlie2015: 27
  • BoDuke13: 25
  • DelbySo: 25
  • Knubbs: 24
  • H04X: 24
  • spungee: 23
  • Death188: 22
  • Wakoy: 21
  • LO0PY: 18

The high Hospital burden was particularly damaging for members who did not offset it with war output. Hospital time is less concerning when attached to large positive scoring, but it becomes a major strategic weakness for zero-hit or negative-score members.

D. Mugging remained a preventable efficiency loss

Mugging is strategically inferior to Leave/Hospitalize for war progress. The clearest repeat offenders were:

  • MikhailNavaly: 8 Mugs
  • magnat_88: 5 Mugs
  • Rikuto: 4 Mugs
  • xXxSEVENxXx: 1 Mug
  • N1ChiefRocka: 1 Mug
  • Maria_G: 1 Mug
  • SaltyHairSiren: 2 Mugs

MikhailNavaly’s 8 Mugs are the most significant finishing-move discipline issue. Despite strong activity, those actions likely reduced the strategic value of his available attack opportunities.


3) Individual Highlights — Great Performers

spungee — Best overall war contributor

  • 83 War_Hits — highest on the roster
  • +512.01 Net_Score — highest on the roster
  • 6 Boosters, 7 Cans, 3 Refills — only major recorded resource investor
  • 19.481 Activity — highest activity
  • 225 E_Stolen — strong defensive energy denial
  • 18 Retaliates — exceptional responsiveness

spungee was the war’s most complete contributor: highest volume, highest score, strongest investment, highest activity, and best retaliation count. The only notable concern is 200 E_Wasted, but the total positive output overwhelmingly justified the investment.

CEBrence — Elite efficient scorer

  • 71 War_Hits
  • +366.08 Net_Score
  • 4.97 Contribution
  • Only 50 E_Wasted
  • 2.15 FairFight

CEBrence combined high volume with excellent score efficiency and avoided the heavier waste levels seen among some other top hitters.

ScorpionKill — High-value, low-downtime attacker

  • 62 War_Hits
  • +322.73 Net_Score
  • 4.48 Contribution
  • Only 8 Hospital
  • 2.18 FairFight

ScorpionKill delivered one of the cleanest attacking profiles in the faction: strong hit volume, high net output, low hospital exposure, and limited wasted energy.

xXxSEVENxXx — Strong scoring and excellent FairFight

  • 57 War_Hits
  • +318.09 Net_Score
  • 2.60 FairFight
  • 4.62 Contribution
  • 75 E_Stolen

A highly productive attacker with one of the best FairFight ratings among meaningful-volume contributors. The main improvement area is reducing failed engagements and avoiding non-optimal endings.

LO0PY — Heavy-output core member

  • 58 War_Hits
  • +284.01 Net_Score
  • 4.13 Contribution
  • 5.991 Activity
  • 100 E_Stolen

LO0PY was a reliable high-volume scorer and meaningful energy-denial asset. The 75 E_Wasted should be reviewed, but overall performance was decisively positive.

Urist-Ironforge, Death188, Xanom, Rikuto

These members formed a strong secondary scoring group:

  • Death188: 74 War_Hits, +280.04 Net_Score
  • Urist-Ironforge: 47 War_Hits, +276.93 Net_Score, only 25 E_Wasted
  • Rikuto: 49 War_Hits, +273.73 Net_Score
  • Xanom: 73 War_Hits, +224.79 Net_Score

All produced substantial direct pressure. Rikuto’s score is especially good, though his Mugging count and E_Wasted should be corrected.

High-FairFight specialists

These members displayed especially strong hit efficiency by FairFight:

  • Splitwig: 2.70 FairFight, 13 War_Hits, +51.07 Net_Score
  • xXxSEVENxXx: 2.60, 57 War_Hits, +318.09
  • rajo_kobac: 2.51, 11 War_Hits, +68.25
  • ChoppedLiver: 2.50, 3 War_Hits, +7.28
  • Chewysolo: 2.44, 19 War_Hits, +69.54

Splitwig’s 2.70 FairFight was the best recorded figure. While the sample size is lower than the top hitters, it indicates excellent target selection and should be preserved as hit volume increases.

Strong defensive energy-denial assets

  • DelbySo: 425 E_Stolen
  • spungee: 225
  • Astoriah: 175
  • SaltyHairSiren: 150
  • xlypso: 150
  • Jambeano: 150

DelbySo was the largest enemy-energy sink by a wide margin. However, this did not translate into a positive score, so it should be viewed as a unique defensive benefit rather than a complete performance success.


4) Individual Highlights — Underperformers

ASANOS — Largest individual score drain

  • 1 War_Hit
  • -278.71 Net_Score — worst on roster
  • 4.89 Score_Up versus 283.60 Score_Down
  • 24 Hospital
  • Only 1.119 Activity

ASANOS was the most damaging individual result. The issue was not E_Wasted—there was none recorded—but severe score loss with virtually no direct war return. This profile requires immediate review of defensive readiness, target exposure, and war participation expectations.

SinMal — Severe negative exchange

  • 13 War_Hits
  • -181.12 Net_Score
  • 242.03 Score_Down
  • 25 E_Wasted
  • 2 Lost engagements

SinMal did participate, but the faction paid too heavily in score losses relative to the 13 War_Hits delivered. Better target selection and more cautious engagement timing are needed.

Wakoy, DelbySo, and BoDuke13 — Zero-hit score losses

  • Wakoy: 0 War_Hits, -149.28
  • DelbySo: 0 War_Hits, -140.10
  • BoDuke13: 0 War_Hits, -131.03

DelbySo’s 425 E_Stolen offers some mitigation, but all three profiles remain problematic because the faction received no direct war-hit output. Wakoy and BoDuke13 had neither hit production nor compensating energy denial.

H04X and drago_knuckles — Low hit conversion

  • H04X: 4 War_Hits, -86.21 Net_Score, 24 Hospital
  • drago_knuckles: 2 War_Hits, -92.45 Net_Score, 19 Hospital

Both members had poor output relative to their score losses and hospital burden. Their available windows should have been used more selectively or redirected to safer, coordinated targets.

SaltyHairSiren — Active but strategically inefficient

  • 31 War_Hits
  • -78.85 Net_Score
  • 31 Hospital — highest in faction
  • 150 E_Wasted
  • 7 Losses
  • 2 Mugs

SaltyHairSiren was not inactive; the problem was efficiency. This is a classic case of participation not converting into faction progress. The combination of losses, hospital exposure, failed attacks, and mugging made the 31 War_Hits net-negative.

magnat_88 — Poor finishing discipline and negative return

  • 14 War_Hits
  • -27.51 Net_Score
  • 5 Mugs
  • 5 Lost engagements
  • 50 E_Wasted

magnat_88’s output was undermined by losses and poor finishing choices. The 5 Mugs are especially costly in a war context.

Other negative or weak-return contributors

  • xlypso: 26 War_Hits but -74.69 Net_Score
  • Perruzzi: 6 War_Hits, -67.13
  • Knubbs: 10 War_Hits, -47.16
  • Neto1995: 0 War_Hits, -47.41
  • The__Godfather: 0 War_Hits, -30.11
  • luckylvl: 9 War_Hits, -28.12
  • Dem0nSoldi3r: 12 War_Hits, -22.49
  • Viarrah: 15 War_Hits, -21.97

These members should not necessarily be treated equally—some were active and close to break-even—but their target selection, defensive protection, and coordination need improvement before the next war.


5) Additional Observations

High activity did not always equal high strategic value

  • MikhailNavaly: 15.519 Activity, 30 War_Hits, but only +66.56 Net_Score and 8 Mugs
  • charlie2015: 16.135 Activity, 69 War_Hits, +140.53 Net_Score, but 27 Hospital and 50 E_Wasted
  • spungee: 19.481 Activity, 83 War_Hits, +512.01 Net_Score

spungee demonstrates the desired model: high activity translated into high score. MikhailNavaly and charlie2015 show that activity alone is not enough; execution and finishing discipline determine whether time converts into faction progress.

High War_Hits did not always mean efficient scoring

  • xlypso: 26 War_Hits, -74.69 Net_Score
  • SaltyHairSiren: 31 War_Hits, -78.85
  • SinMal: 13 War_Hits, -181.12

These cases indicate that the faction needs stronger target-calling or engagement filters. A hit that exposes a member to a larger score loss is not a productive war action.

Retaliation was concentrated

  • spungee: 18 Retaliates
  • MikhailNavaly: 8 Retaliates
  • Jambeano: 2
  • dadaloglu: 2

spungee carried most of the recorded retaliation burden. The faction would benefit from broader responsiveness to enemy attacks, especially among members who are online but not producing War_Hits.

Recommended priorities for the next war

  1. Set a minimum participation standard: zero-hit members need assigned targets, chain roles, or defensive responsibilities.
  2. Improve target screening: reduce E_Wasted among high-volume attackers first; this offers the largest immediate efficiency gain.
  3. Enforce Leave/Hospitalize finishing rules: MikhailNavaly, magnat_88, and Rikuto require particular attention.
  4. Protect high-risk negative scorers: ASANOS, SinMal, H04X, drago_knuckles, and SaltyHairSiren need tighter engagement discipline.
  5. Build around the proven core: spungee, CEBrence, ScorpionKill, xXxSEVENxXx, LO0PY, Urist-Ironforge, Death188, Xanom, and Rikuto should anchor future coordinated pushes.

Bottom line: The faction won the efficiency battle overall through a strong core of high-volume scorers and favorable enemy-energy denial. The principal weakness was uneven roster execution: too many zero-hit members, several major negative score drains, and preventable losses from wasted attacks and mugging.