BAR FIGHTBeyond All Reason · replay statistics

Beyond All Reason · All That Glitters v2.2.3

All That Glitters
Openings, timings & player statistics

See common first fighting units, when key builds become ready and how players rank by starting position. Explore the evidence, then adjust the filters for your own question.

Recorded games
3,720
Available in this map version
Player accounts
6,733
Identified by account ID
Game versions
27
Choose a patch in Statistics

Replay dates: 30 Aug 2026–29 Sep 2026 (UTC). Data published 30 Sep 2026, 09:18 UTC.

Common openings and build timings

Large teams · 16 players · recorded OS 40 and higher · all starting positions, factions and available game patches. Each observation is one player in one game. These are common patterns, not deadlines for good play. Shorter games remain included; a missing event is not counted as an early or late build.

Which fighting unit comes first?

  1. Tick39.3%
    Typical ready time: 1:28
  2. Grunt23.6%
    Typical ready time: 1:52
  3. Pawn8.4%
    Typical ready time: 1:57
  4. Rover7.8%
    Typical ready time: 1:49
  5. Fatboy3.8%
    Typical ready time: 7:10

Share of player games with usable unit events. Commanders, builders and static defences are excluded. Tied first units stay together.

Data available: 100.0%. 1,024 selected matches · 132 player accounts.

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When is the first T2 constructor ready?

11:09

Typical time among games where it was observed

Middle half: 8:27–14:42
Recorded in 49.9% of player games with usable unit events.

Data available: 100.0%. 1,024 selected matches · 132 player accounts.

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When is the first fusion reactor ready?

15:35

Typical time among games where it was observed

Middle half: 14:01–17:42
Recorded in 46.3% of player games with usable unit events.

Data available: 100.0%. 1,024 selected matches · 132 player accounts.

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Position ranking snapshot

Leading published score in each starting position for Large teams · 16 players. All factions and game versions. Rankings require recorded OS above 30; the opening reference uses OS 40 and higher. This is a measured performance index, not a percentage of victory.

Rankings updated 30 Sep 2026, 05:00 UTC. Ranking evidence: 30 Aug 2026–29 Sep 2026.

One leader per published position. Open a position to see the full score breakdown.
PositionPlayerScore / 100Scored games
Canyon corner · P1 / P9Conp0c
OS 48.9
Established results
60.8
Range 55.4–66.3
12
92.3% coverage
Air · P2 / P10mino2187
OS 36.1
Established results
61.2
Range 59.2–63.2
58
78.4% coverage
Tech · P3 / P11[AFUS]Trotski
OS 83.2
Established results
61.8
Range 56.4–66.4
27
61.4% coverage
AC corner · P4 / P12[Bats]Cacomixtle
OS 32.5
Established results
66.0
Range 62.1–69.6
30
75.0% coverage
Canyon · P5 / P13Conpoc
OS 40.0
Established results
67.4
Range 62.2–71.8
16
80.0% coverage
Rainbow · P6 / P14[Bats]Leif77
OS 38.4
Established results
64.4
Range 61.2–67.5
46
80.7% coverage
Carry · P7 / P15sonvanvn
OS 41.6
Established results
67.7
Range 64.6–70.7
66
76.7% coverage
Anti canyon · P8 / P16BOBI
OS 31.4
Established results
65.8
Range 61.2–69.9
14
87.5% coverage

Mirrored starts are combined where the recorded layout supports it. A starting position does not prove a fixed tactical role. Read the ranking method and limits.

What is included?

Available game formats for All That Glitters v2.2.3. These counts include all recorded ratings, not only the opening reference group.
Game formatPlayersRecorded games
Large teams163,627
Duel233
Small teams815
Team free-for-all1612
Small teams411
Small teams610
Small teams104
Large teams123
Free-for-all31
Small teams31
Small teams51
Small teams91

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Filter by position, faction, game version or rating. Compare a player with others, inspect a different unit or choose construction starts instead of completions.

Open the build-timing explorer · Understand coverage and typical times