Advanced match analysis
Thunder16#4169 vs mithrandir
- Queue
- Ranked 1v1 Supremacy
- Map
- Alfheim
- Map Seed
- 16504
- Duration
- 14:38
- Patch
- 19.17020
- Played
- · 1 day ago
Defeated
Thunder16#4169
Odin · Elo 1101 -12
14:38
Match length
Winner
mithrandir
Ra · Elo 1212 +12
34.5% win probability
Pre-match · mithrandir favored
win probability 65.5%
Key momentsIn match order
Thunder16#4169
Odin · Blue- EAPM
- 29.8
- Favorite unit
- Hersir 37 fielded
- Total score
- 15,996
- Military score
- 4,840
- Economic score
- 10,663
- Kills score
- 518
- Units killed
- 14
- Units lost
- 49
- Buildings razed
- 9
- Largest army
- 100
- First expansion
- 10:39
Age path
FreyjaClassical · Research start 4:20
HeroicNot reached
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.
Late ClassicalClassical completed after 5:00 on a standard land opening.
Large army production100 military units
Largest Army
Most Deaths
mithrandir
Ra · Red- EAPM
- 27.6
- Favorite unit
- Slinger 40 fielded
- Total score
- 24,818
- Military score
- 8,560
- Economic score
- 15,138
- Kills score
- 1,208
- Units killed
- 51
- Units lost
- 14
- Buildings razed
- 1
- Largest army
- 40
- First expansion
- 5:03
Age path
PtahClassical · Research start 3:26
SekhmetHeroic · Research start 9:10
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Archer DeathballThe final army profile was archer-heavy with at least 25 military units.
Highest Score
Most Improvements
Most Kills
Most Resources
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.
Thunder16#4169mithrandir
Score
Combat and army
Thunder16#4169mithrandir
14
Units killed
51
49
Units lost
14
9
Buildings razed
1
100
Largest army
40
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.