Overview

This is an extended war report for the war 50142 between Shadow Reapers BRC and INSANITY X. 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: Loss
Total hits done: 5191
War hits: 4339
Non war hits: 852
Total respect earned: 42443.76
Members contributed: 75/84


Rewards for your faction:

Name Amount Price
Melee Cache 3 386.36 M
Medium Arms Cache 4 731.76 M
Small Arms Cache 4 475.6 M
Armor Cache 1 311.75 M

Earnings from caches: 1.91 B
Total earnings: 1.91 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
IMEZI 4.26
Huwmungus 4.22
Chromehomie 3.45
Togdish 3.27
plomlol 3.24
Top 5 by War hits
Name War_Hits
Huwmungus 219
IMEZI 204
Chromehomie 178
Togdish 168
plomlol 159
Top 5 by Non War hits
Name Non_War_Hits
KatieWalker 67
Haughty 52
KillJohnDoe 45
Mr-Nasty 43
KiNO_ua 42
Top 5 by Total hits
Name Total_Hits
IMEZI 221
Huwmungus 219
Chromehomie 179
Togdish 170
plomlol 168
Top 5 by Assists
Name Assists
WaterWytch 33
Peter 28
Vinnie-Ruffalo 23
Huwmungus 20
Chromehomie 20

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 1571 18
Battenhall 1435 18
Battenhall 1434 18
Battenhall 1432 19
Battenhall 1429 13
Battenhall 1428 18
Battenhall 1427 28
Battenhall 1426 11
Battenhall 1425 23
Info-Broker 1424 41
Info-Broker 1423 28
Koldar 1421 26
Koldar 1418 27
Koldar 1416 34
Koldar 1415 32
Koldar 1414 18
Koldar 1413 38
Koldar 1408 14
BankMoneyNHoney 1403 20
Togdish 1402 39
Togdish 1222 55
Wolphstar 930 48
Lucky_Pablo 730 52
plomlol 728 38
MiiLKY 727 8
MiiLKY 726 10
Lucky_Pablo 725 44
MiiLKY 724 10
MiiLKY 723 3
MiiLKY 722 7
MiiLKY 721 16
Fergy 717 25
MiiLKY 716 17
MiiLKY 715 16
MiiLKY 714 16
Lucky_Pablo 713 35
Info-Broker 712 55
Info-Broker 710 34
Lucky_Pablo 708 28
Lucky_Pablo 707 35
Info-Broker 706 9
Info-Broker 705 59
Info-Broker 702 49
l3luntrauma 670 56
Togdish 549 27
Togdish 548 4
MiiLKY 492 56
Togdish 485 42
IMEZI 363 47
Yakoi 345 58
Jx_Lion 233 28
tanweer_50 232 60
AaronAA 198 52
Togdish 115 33
Chromehomie 110 56
JimmyHearse 85 12
Jinjardi 76 57
Vin5ang 76 60
Superly 47 33
Mr-Nasty 33 58
## [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: 42443.76
Total respect lost: 11800.59
Net respect change: 30643.172
Average respect earned per attack: 7.26

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: 34294.84
Total score lost: 46412.111
Median net score per member: -127.982

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
Jx_Lion 0.98
BeetleCape 0.94
KiNO_ua 0.89
Fergy 0.85
1Levi 0.81
Zinzillino 0.81
Gaal 0.77
Wolphstar 0.77
SFCHunt25 0.77
xXY-O-U-C-3-FXx 0.75
GreyMareSK 0.71
Yar_Evets 0.69
Adadda 0.69
Crystal34543 0.69
Edward_Conan 0.64
Jet1337 0.60
SirrusTV 0.58
Cxssidy 0.58
Chapstick 0.56
GLACK 0.52
CA_Bulldog 0.50
Alliox 0.50
Cikez 0.44
Glorp24 0.42
skippymagnifcen 0.39
D_Dobbo 0.33
BankMoneyNHoney 0.33
NOXX 0.31
LemeTheThird 0.27
Dart455 0.23
ganvague68 0.17
Eversince 0.17
Killua27 0.13
Serkitt 0.12
Schnitz386 0.08
SimonBicks 0.00
Correr 0.00
Woodzy 0.00
DCupDanger 0.00
SkylarisBack 0.00
Jaci69 0.00
ClarissaRae 0.00
Invictusss 0.00
FlikinFire 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: 346
Xanax costs: 306.71 M
Total Refills used: 136
Refill costs: 105.66 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 67
Booster costs: 949.48 M
Total Cans used: 244
Can costs: 522.11 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

Participation and output

  • Roster: 84 members.
  • Direct war participants: 69/84 (82.1%) recorded at least one War_Hit.
  • Zero-war-hit members: 15/84 (17.9%). Several of these members were active or invested resources but did not convert that effort into direct war progress.
  • Total War_Hits: 4,339.

Participation volume was respectable, but the faction did not convert that volume into a favorable score result.

Net-score outcome

  • Positive Net_Score generated: +13,018.07
  • Negative Net_Score conceded: -24,975.28
  • Faction aggregate Net_Score: -11,957.21
  • Positive-score members: 33/84 (39.3%)
  • Negative-score members: 50/84 (59.5%)
  • Neutral: 1 member

For every 1 point gained, the faction gave back roughly 1.92 points. This is the central failure of the war: the faction produced a high number of hits, but target selection, survival, and efficiency were not sufficient to prevent the enemy from extracting substantially more score.

Energy efficiency

Energy waste was concentrated among a number of low-output or zero-output members. Several players recorded 1,000+ E_Wasted, often alongside negative Net_Score and high Hospital time. This indicates failed outgoing attacks were not isolated incidents; they were a meaningful drag on faction performance.

There were also positive defensive cases—members with high E_Stolen—but those gains did not offset the much broader score losses.


2) Team Issues & Strategic Bottlenecks

A. Too many members generated negative score

The biggest systemic problem was not participation—it was unprofitable participation.

Members with meaningful hit counts still frequently finished negative because Score_Down and E_Wasted exceeded their Score_Up. Examples:

  • Shelkad: 52 War_Hits, -749.86 Net_Score
  • Yakoi: 78 War_Hits, -428.05
  • Vin5ang: 99 War_Hits, only +89.30
  • Superly: 148 War_Hits, only +246.93 despite 14 losses
  • Togdish: 168 War_Hits, +569.19, but 9 losses
  • Vinnie-Ruffalo: 103 War_Hits, only +142.62, with 10 losses

The lesson is clear: volume alone was not enough. The faction needed stronger target filtering and more disciplined engagement decisions.

B. Excessive energy waste from weak engagement selection

The worst E_Wasted totals came from members whose attacks did not produce enough score to justify the cost:

Member E_Wasted Net_Score Key concern
FlikinFire 1,487.10 -1,487.10 Zero War_Hits; complete non-conversion
ganvague68 1,207.87 -1,178.26 9 War_Hits; highly inefficient
Edward_Conan 1,180.82 -994.46 32 War_Hits, 119 Hospital
D_Dobbo 1,171.99 -1,036.18 15 War_Hits, 114 Hospital
irieee 1,155.39 -523.90 71 War_Hits, but 126 Hospital
Yakoi 1,127.92 -428.05 Good activity and FairFight, poor score conversion
SimonBicks 1,096.63 -1,096.63 Zero War_Hits
AaronAA 1,047.21 -620.63 52 War_Hits but 51 Hospital
KiNO_ua 1,031.33 -1,014.98 4 War_Hits, 97 Hospital
ElderKirkus 1,031.54 -423.10 58 War_Hits, but poor survivability

These players should have been redirected toward safer targets, assist chains, or held for coordinated strikes rather than repeatedly committing energy into losing engagements.

C. Hospital exposure was a major vulnerability

High Hospital totals were often paired with negative score and low direct output:

  • FlikinFire: 155 Hospital, 0 War_Hits, -1,487.10
  • Invictusss: 153 Hospital, 0 War_Hits, -689.41
  • irieee: 126 Hospital, -523.90
  • Edward_Conan: 119 Hospital, -994.46
  • Zinzillino: 115 Hospital, -622.15
  • D_Dobbo: 114 Hospital, -1,036.18
  • SimonBicks: 111 Hospital, 0 War_Hits, -1,096.63
  • Alliox: 109 Hospital, 0 War_Hits, -379.69
  • Vin5ang: 108 Hospital despite 99 War_Hits

This pattern suggests either members were repeatedly exposed to stronger opponents or were being used without sufficient protection, timing, or target intelligence.

D. Finishing-move discipline was generally good

Mugging was not a major faction-wide issue:

  • Total recorded Mugs: 5
    • Superly: 2
    • plomlol: 2
    • KyleJam: 1

Most members avoided mugging, which is positive. The primary issue was not finish selection; it was losing attacks and absorbing score losses.

E. Losses were concentrated among several high-volume attackers

High losses reduced the value of otherwise active members:

  • Superly: 14 losses
  • Vin5ang: 14 losses
  • Utzp: 10 losses
  • Vinnie-Ruffalo: 10 losses
  • KyleJam: 10 losses
  • Togdish: 9 losses
  • Grandbitzky, Info-Broker, Edward_Conan, Mr-Nasty, plomlol: 6 losses each

Some of these members still ended positive, but the loss rate indicates overly aggressive target selection or insufficiently coordinated attacks.


3) Individual Highlights — Great Performers

Elite war contributors

Member War_Hits Assists Net_Score Notable strengths
IMEZI 204 12 +1,420.49 Best overall score result; 51 retaliations; only 25 E_Wasted; 500 E_Stolen
Huwmungus 219 20 +1,355.28 Highest War_Hits; 1,000 E_Stolen; 46 retaliations; major can investment
Lucky_Pablo 136 17 +1,100.88 Excellent score conversion; strong FairFight at 2.15
Peter 130 28 +1,070.17 Exceptional coordination and endurance; 54 cans; only 286.39 score lost
MiiLKY 93 3 +773.62 Strong efficiency; 19 cans; 500 E_Stolen; low Hospital
l3luntrauma 147 7 +656.88 High direct output with no recorded losses
Chromehomie 178 20 +560.17 Excellent volume; strong assist contribution
Togdish 168 10 +569.19 High output and investment, though losses need reduction
CodingBeaver 148 13 +542.82 Reliable positive volume; 9 retaliations
Info-Broker 130 12 +518.97 Exceptional result for level 15; 325 E_Stolen and strong retaliation activity

Defensive standouts: high E_Stolen

These members imposed meaningful enemy energy costs through failed attacks:

  • Huwmungus: 1,000 E_Stolen
  • WaterWytch: 900 E_Stolen
  • MiiLKY: 500 E_Stolen
  • IMEZI: 500 E_Stolen
  • Superly: 500 E_Stolen
  • D_Dobbo: 450 E_Stolen
  • Peter: 400 E_Stolen
  • 1Levi: 375 E_Stolen
  • Togdish / Chromehomie: 300 E_Stolen each

Of these, Huwmungus, MiiLKY, IMEZI, Peter, and Chromehomie combined defensive resilience with positive score production. That is the model to replicate.

FairFight and efficiency standouts

FairFight values around 2.5 indicate strong engagement efficiency. The best members who also produced useful score were:

  • 1Levi: FairFight 2.58, +268.05 Net_Score, only 91.70 score lost
  • Yar_Evets: FairFight 2.53, +224.27 Net_Score
  • Adadda: FairFight 2.55, though still negative overall
  • Moonlightenng: FairFight 2.49, slight positive score
  • Lucky_Pablo: FairFight 2.15, but much stronger score output than the above

Investment leaders

The largest can/refill commitments came from:

  • Peter: 54 cans
  • KyleJam: 47 cans
  • Huwmungus: 28 cans
  • IMEZI: 23 cans
  • MiiLKY: 19 cans
  • Togdish: 18 cans
  • Jx_Lion / Woodzy: 15 cans each

Peter, Huwmungus, IMEZI, MiiLKY, and Togdish converted investment into meaningful field presence. Woodzy, by contrast, did not convert investment into war output.


4) Individual Highlights — Underperformers

Major score drains

Member War_Hits Hospital E_Wasted Net_Score Assessment
FlikinFire 0 155 1,487.10 -1,487.10 Most damaging individual result; no direct war output
ganvague68 9 82 1,207.87 -1,178.26 Severe energy inefficiency for minimal output
SimonBicks 0 111 1,096.63 -1,096.63 No war hits; repeated score loss
D_Dobbo 15 114 1,171.99 -1,036.18 Low output and heavy exposure
KiNO_ua 4 97 1,031.33 -1,014.98 High FairFight does not compensate for very low output and losses
Edward_Conan 32 119 1,180.82 -994.46 Heavy hospital time and failed-attack cost
skippymagnifcen 20 93 1,013.01 -919.55 Insufficient output for cost absorbed
DCupDanger 0 88 917.07 -917.07 Zero direct contribution
CA_Bulldog 2 92 859.47 -845.33 Minimal war participation with major score loss
Woodzy 0 85 828.68 -828.68 Significant can investment without any War_Hits

Other concerning low-conversion cases

  • Crystal34543: 0 War_Hits, 81 Hospital, -800.63.
  • Cxssidy: 12 War_Hits, 95 Hospital, -679.06.
  • xXY-O-U-C-3-FXx: 9 War_Hits, 71 Hospital, -617.17.
  • Zinzillino: 29 War_Hits, 115 Hospital, -622.15.
  • AaronAA: 52 War_Hits but -620.63; output did not justify 1,047.21 E_Wasted.
  • Glorp24: FairFight 2.52 but -589.77; efficient engagements were too few to overcome score losses.
  • KillJohnDoe: 32 War_Hits and FairFight 2.43, but -574.47. More selective targeting was needed.
  • LadyVendetta: 52 War_Hits, but -108.19 due to high Score_Down relative to gains.
  • Shelkad: 52 War_Hits and 9 retaliations, but -749.86—an especially poor conversion rate.

5) Additional Observations

High activity with limited or zero war impact

Several members were present but did not translate activity into war value:

  • KatieWalker: 31.251 activity hours, 0 War_Hits, -230.21. Most activity went into 67 Non_War_Hits rather than direct war progress.
  • Schnitz386: 18.605 hours, 0 War_Hits, -56.55.
  • Eversince: 22.354 hours, only 1 War_Hit, -437.17 despite 6 cans.
  • Woodzy: invested 15 cans but produced 0 War_Hits and -828.68.
  • FlikinFire: 0 War_Hits while becoming the largest score drain.
  • Invictusss: 0 War_Hits, 153 Hospital, -689.41.
  • SkylarisBack: effectively inactive; 0 War_Hits, 0 activity impact, neutral score.

FairFight alone did not guarantee war value

Several members showed strong FairFight values but still ended negative:

  • Alliox: 2.74 FairFight, 0 War_Hits, -379.69
  • tanweer_50: 2.66, 53 War_Hits, -141.60
  • KiNO_ua: 2.63, 4 War_Hits, -1,014.98
  • BeetleCape: 2.59, 13 War_Hits, -542.83
  • Glorp24: 2.52, 22 War_Hits, -589.77
  • Yakoi: 2.45, 78 War_Hits, -428.05

This indicates the faction should not evaluate members on FairFight in isolation. It must be read alongside War_Hits, Hospital, E_Wasted, and Net_Score.

Recommended strategic corrections

  1. Create target tiers before the next war. Members with repeated losses or 500+ E_Wasted should receive safer target lists or operate only in coordinated chains.
  2. Track negative-score thresholds live. Once a member falls heavily negative, leadership should intervene before further energy is wasted.
  3. Prioritize the high-conversion core. IMEZI, Huwmungus, Peter, Lucky_Pablo, MiiLKY, l3luntrauma, Chromehomie, CodingBeaver, and Info-Broker should be central to offensive planning.
  4. Use low-strength or high-hospital members in assist/support roles. Repeated solo attacks by low-conversion players were costly.
  5. Separate activity from effectiveness. High activity, can use, or FairFight is only valuable when it produces positive Net_Score and direct war impact.
  6. Maintain current anti-mug discipline. Mugging was rare and should remain the exception.

Bottom Line

The faction had adequate participation and several outstanding contributors, but the war was lost on efficiency and score protection. The positive core was strong; however, it was overwhelmed by a much larger group of negative-score contributors, high Hospital exposure, and repeated failed attacks. The next war should focus less on raw hit volume and more on controlled target selection, coordinated chains, and rapidly removing inefficient attackers from unfavorable engagements.