Overview

This is an extended war report for the war 45849 between INSANITY X and Chaos Cartel. Data is presented from the side of INSANITY X. Link to the official war report can be found HERE.

Rewards

War outcome for your faction: Victory
Total hits done: 3274
War hits: 1655
Non war hits: 1619
Total respect earned: 21111.49
Members contributed: 80/93


Rewards for your faction:

Name Amount Price
Medium Arms Cache 3 573.43 M
Armor Cache 6 1.7 B
Small Arms Cache 3 350.31 M
Melee Cache 2 265 M

Earnings from caches: 2.89 B
Total earnings: 2.89 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
KyleJam 3.02
Peter 2.84
shak 2.72
IMEZI 2.66
3736402 2.50
Top 5 by War hits
Name War_Hits
kibee 64
Dblad 61
Peaches 59
jeffy__ 56
TheScottSmith 53
Top 5 by Non War hits
Name Non_War_Hits
KyleJam 78
1Levi 73
Utzp 70
Haughty 64
MicroKat 59
Top 5 by Total hits
Name Total_Hits
KyleJam 99
Peter 93
shak 89
IMEZI 87
3736402 82
Top 5 by Assists
Name Assists
LemeTheThird 15
Superly 10
TheRealCrash 8
TheScottSmith 8
3736402 7

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

## [1] "Friendly chain savers:"
Saver Chain Time remaining
Info-Broker 2423 48
## [1] "Enemy chain savers:"
Saver Chain Time remaining
CC-Dannecoolio 249 36
64 32
Howardwick 31 28

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 21111.49
Total respect lost: 605.9
Net respect change: 20505.592
Average respect earned per attack: 5.67

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: 10987.3
Total score lost: 1792.581
Median net score per member: 442

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
Joesteel 0.98
Supeboy 0.98
KiNO_ua 0.92
skippymagnifcen 0.92
Cxssidy 0.89
Yakoi 0.86
xXY-O-U-C-3-FXx 0.82
CA_Bulldog 0.79
Mr-Nasty 0.79
Serkitt 0.79
DrawnToDesire 0.73
TheRealCrash 0.70
Capnaron 0.67
GreyMareSK 0.61
WaterWytch 0.52
ElderKirkus 0.52
ganvague68 0.43
Shelkad 0.40
Grandbitzky 0.34
Killua27 0.34
Proxy 0.34
PaulMIKL 0.31
BeetleCape 0.27
9INE 0.21
Adadda 0.15
SirrusTV 0.15
Gamerzvansh_410 0.12
Glack 0.09
Yar_Evets 0.09
Jx_Lion 0.03
Skylines 0.03
FreddyFlodeskum 0.03
JohnnyFlow 0.00
Leas 0.00
DeanRoth 0.00
Koldar 0.00
SimonBicks 0.00
Battenhall 0.00
NOXX 0.00
Correr 0.00
Dootch 0.00
Vinnie-Ruffalo 0.00
KillJohnDoe 0.00
Kyobashi 0.00
Glorp24 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: 156
Xanax costs: 129.94 M
Total Refills used: 60
Refill costs: 46.37 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 28
Booster costs: 378.3 M
Total Cans used: 161
Can costs: 309.11 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] 0.59

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 offensive output, with many members contributing meaningful war hits and respectable net gains. The roster’s performance was broad rather than narrow: a large number of players posted positive Net_Score and moderate-to-high War_Hits, which indicates good depth and distributed war participation.

However, efficiency was mixed. Several high-volume attackers also carried substantial E_Wasted, suggesting the faction won by volume more than precision. In particular, a number of members logged strong activity and hit totals but did so with significant inefficiency due to repeated losses, escapes, or poor target selection.

Participation rate:
The roster is very large, but war impact was concentrated in a core group. Many members contributed at least something, but a notable portion had zero or negligible impact, meaning the faction relied heavily on a smaller active core. That is not inherently bad, but it does indicate the faction should continue building active depth.

Net_Score efficiency:
Overall Net_Score was positive across the team, but some of that gain came at a high cost in wasted energy. A healthier war profile would show more members near FairFight ~2.5 or above, fewer losses, and more consistent finishing behavior. The faction had several excellent performers, but also too many members with low-value or inefficient output.


2) Team Issues & Strategic Bottlenecks

A. Excessive energy waste on several high-activity players

A recurring problem was E_Wasted outpacing effective contribution for some fighters. These members were active and hitting, but their attacks were not converting cleanly into war progress. This points to:

  • poor target selection,
  • insufficient chaining/coordination,
  • or overcommitting into bad matchups.

B. Too many low-impact participants

There were multiple players with:

  • decent activity,
  • little or no War_Hits,
  • and minimal positive impact.

This creates a bottleneck where roster size looks strong, but actual battlefield effect is concentrated in a smaller core. The faction should aim to convert these “background actives” into useful support roles, or reduce wasted war presence.

C. Weak finishing discipline

Several members had Mugged or Lost events that suggest suboptimal war execution. In war, finishing with Leave/Hospitalize behavior is generally preferable to mugging unless strategically needed. Excess mugging creates unnecessary risk and slows war momentum.

D. Some overinvestment without proportionate return

A number of players burned significant boosters/cans/refills but did not generate top-tier efficiency. Heavy investment is good, but only when paired with strong FairFight and effective hit conversion. A few cases show the faction needs better tactical conversion of resources into war score.


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

Top-tier war engines / damage dealers

These members stood out for high War_Hits, strong Net_Score, and/or elite volume:

  • kibee — 64 War_Hits, 527.56 Respect, 505.61 Net_Score
    One of the most productive players on the board. High volume, strong conversion, and excellent overall war output.

  • 3736402 — 45 War_Hits, 7 assists, 251.94 Net_Score, FairFight 1.8
    Strong all-around contribution with very solid output and good involvement.

  • l3luntrauma — 45 War_Hits, 4 assists, 346.89 Net_Score, FairFight 2.17
    High-impact attacker with excellent total war value and good sustain.

  • Peter — 34 War_Hits, 5 assists, 276.75 Net_Score, 275 E_Stolen
    Very strong contributor and one of the best examples of pressure resistance; enemies failed to convert against this member.

  • Peaches — 59 War_Hits, 6 assists, 260.64 Net_Score, massive 1575 E_Stolen
    Exceptional battlefield nuisance and one of the most “unbeatable” profiles in the dataset. Huge enemy energy denial.

  • IMEZI — 34 War_Hits, 53 Non-War_Hits, 206.95 Net_Score, 575 E_Stolen
    Valuable hybrid presence with meaningful war contribution and strong enemy energy drain.

  • Lucky_Pablo — 41 War_Hits, 5 assists, 389.52 Net_Score
    Efficient and high-value; one of the better overall contributors.

  • Dblad — 61 War_Hits, 4 assists, 376.2 Net_Score
    Elite output and one of the strongest volume performers.

  • Eman_oN — 43 War_Hits, 1 assist, 378.12 Net_Score
    Extremely strong damage profile and one of the biggest positive scorers.

  • MiiLKY — 13 War_Hits, 2 assists, 2.72 FairFight, decent investment
    Lower volume than the top attackers, but good quality per hit and useful presence.

  • Skylines — extremely high investment: 7 Boosters, 0 War_Hits, but notable as a dedicated preparer/support profile
    While not a direct war hitter, the resource commitment is significant. This is a support role case, not a combat success case.

Best efficiency / FairFight performers

  • Wyatt-level efficiency standouts:
    • Jerf? Not present.
    • Levi — FairFight 2.52
    • 3736402 — FairFight 1.8, but high output
    • Peter — FairFight 2.32
    • MiiLKY — FairFight 2.72
    • 3794188 (Peaches) — FairFight 1.53, still very strong due to output and E_Stolen
    • 4277717 (Yakoi) — FairFight 1.43, but excellent conversion and 37.97 Net_Score

High enemy energy denial / “unbeatable” profiles

  • Peaches — 1575 E_Stolen
  • IMEZI — 575 E_Stolen
  • Peter — 275 E_Stolen
  • Lucky_Pablo — 100 E_Stolen
  • tanweer_50 — 25 E_Stolen, though more notable for volume than denial

4) Individual Highlights — Negative (Underperformers)

These members hurt efficiency through zero impact, high waste, poor conversion, or negative Net_Score.

Major underperformers / points drains

  • NOXX — almost no war impact despite prep items; minimal contribution
  • Capnaron-25.8 Net_Score, 3 losses, no war hits
    Clear negative outcome despite activity.
  • Kyobashi-14.44 Net_Score, 14 E_Stolen against them, no offensive impact
    Passive and non-contributory.
  • DeanRoth-30.91 Net_Score, no hits, passive profile
    One of the clearest drains.
  • BeetleCape-46.49 Net_Score, 12 hospitalizations
    Severe downtime and negative impact.
  • Crystal34543-8.29 Net_Score, high mugged count exposure
    Low conversion and poor battlefield value.
  • Haughty — 64 non-war hits, 0 war hits, 0 score gain
    Activity without war relevance.
  • ShirukoNaga — 49 non-war hits, 0 war hits, 0 score gain
    Another high-activity, low-war-impact example.
  • Moonlightenng-15.15 Net_Score, no war hits
    Active but ineffective.
  • 3591628 (SirrusTV) — negative Net_Score, minimal effect
    Limited battlefield relevance.
  • Glorp24 — no direct contribution, negative Net_Score
    Could not convert presence into impact.
  • 3690634 (skippymagnifcen) — 30 war hits but only modest support, no assists, low efficiency risk
    Not disastrous, but weaker than peers.
  • 3604060 (Correr) — zero offensive output and negative Net_Score
    Pure dead weight in this war context.

High waste / poor execution cases

  • 3794188 (Peaches) had immense output, but not an underperformer; included here only to note that even strong performers can carry some inefficiency.
  • 4179402 (Cxssidy) — 6 losses, 1 escape, 0? Actually still positive, but the error rate is worth flagging.
  • 4180729 (Mr-Nasty) — 6 mugged events, suggesting bad finisher behavior despite decent output.
  • 3875543 (KyleJam) — very high total hits and strong contribution, but low FairFight and some inefficiency; not a drain, but not elite.

5) Additional Observations

  • High activity with zero war impact was a recurring issue. Examples include Haughty, ShirukoNaga, SirrusTV, Glorp24, NOXX, and others. These players consumed war presence without producing meaningful battlefield gains.
  • Several members had excellent non-war hit volume but limited direct war relevance. That is useful only if it supports war logistics; otherwise it is diluted effort.
  • A few members displayed excellent conversion with limited activity, which is a positive sign. These players should be prioritized in future wars because they produce more with less time.
  • There is a clear distinction between:
    • core damage dealers who move the war,
    • support/prep players who invest resources,
    • and inactive passengers who add roster size but not impact.

Summary Verdict

The faction’s war effort was successful but uneven. A strong core of efficient, high-output fighters carried the majority of the war load and generated substantial Net_Score. However, the team also showed meaningful inefficiencies, especially in energy waste, poor target selection, and too many low-impact participants.

Key takeaways:

  • Strength: deep pool of capable attackers and several elite performers.
  • Weakness: too much wasted energy and too many members with zero or near-zero war value.
  • Priority improvement: improve finish discipline, target selection, and conversion of activity into actual war hits.

If you want, I can also turn this into:

  1. a ranked roster report by performance tier, or
  2. a command-style action plan for the next war.