Advanced match analysis
raktark vs cZar
- Queue
- Ranked 1v1 Supremacy
- Map
- Giza
- Map Seed
- 18117
- Duration
- 19:47
- Patch
- 19.17020
- Played
- · 8 hours ago
Winner
raktark
Zeus · Elo 916 +14
19:47
Match length
Defeated
cZar
Isis · Elo 835 -17
61.5% win probability
Pre-match · raktark favored
win probability 38.5%
Key momentsIn match order
raktark
Zeus · Blue- EAPM
- 23.5
- Favorite unit
- Hoplite 69 fielded
- Total score
- 28,257
- Military score
- 10,780
- Economic score
- 14,861
- Kills score
- 2,628
- Units killed
- 146
- Units lost
- 29
- Buildings razed
- 18
- Largest army
- 79
- First expansion
- —
Age path
AthenaClassical · Est. start 3:42
ApolloHeroic · Est. start 11:46
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Highest Score
Most Improvements
Most Kills
Most Resources
cZar
Isis · Red- EAPM
- 21.9
- Favorite unit
- Axeman 46 fielded
- Total score
- 12,897
- Military score
- 2,565
- Economic score
- 9,559
- Kills score
- 773
- Units killed
- 31
- Units lost
- 146
- Buildings razed
- 0
- Largest army
- 92
- First expansion
- 19:07
Age path
AnubisClassical · Research start 4:35
NephthysHeroic · Research start 17:31
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Long ClassicalHeroic completion was delayed past 14:00 while military production was already significant.
Large army production92 military units
Largest Army
Most Deaths
Post-game stats
Match report
Score bars split each stat between players; a gold outline marks the leader. Combat bars grow out from the centre, scaled to the larger side.
raktarkcZar
Score
Combat and army
raktarkcZar
146
Units killed
31
29
Units lost
146
18
Buildings razed
0
79
Largest army
92
Chronology
Timeline
Hover or focus an event to read it.
Key
Key event
Unit
Hero
Myth unit
Building
Technology
God power
Pre-queued technology
Batch · 1 layer per 5 training queues
Age completion
*Age completion times are estimated from a recorded research start, or from prequeue timing plus prerequisite-readiness and standard research duration.
Match flow
Military production
Tempo
EAPM over time
Resource exchangeMarket flow No market trades observed›
No market trades observed.
Final totals
Composition
Military excludes economic and support units such as villagers, Miko, fishing ships, caravans, ox carts, and priests.