BAR FIGHTBeyond All Reason · replay statistics

Player profile · Account 21705

fanboi

A quick view of this player’s published replay history. Choose a map below to explore their play in more detail.

Latest recorded OS
33.3
29 Sep 2026 · Large teams · 16 players
Recorded games
160
30 Aug 2026–29 Sep 2026 UTC
Maps played
2
Map versions counted separately

Recent activity

Recorded games in the last four weeks. This shows activity, not a change in skill. Imports may be incomplete.

232026-09-03
to 2026-09-09
522026-09-10
to 2026-09-16
542026-09-17
to 2026-09-23
202026-09-24
to 2026-09-30

Most played maps & positions

Share of this player’s published games. Starting positions describe where they began; responsibilities can change during play.

Performance by position

Prepared ranking results, with the same calculation and evidence as the rankings page. Scores are not OS or a share of team victory.

Beach sea

Supreme Isthmus v2.1 · Large teams · 16 players

57.0 / 100

76 scored games · 84.4% coverage.

Established results · Updated 30 Sep 2026, 05:00 UTC

Earlier vs recent: No clear change. Recorded game scores 58.9 recent vs 57.9 earlier, split at 14 Sep 2026. Approximate change range: -5.5 to 7.2 points. The comparison uses each period’s opponents and reference players; it does not forecast future play.

Why this score?

Pond

Supreme Isthmus v2.1 · Large teams · 16 players

49.0 / 100

15 scored games · 68.2% coverage.

Established results · Updated 30 Sep 2026, 05:00 UTC

Recent comparison: more measured games are needed in both periods.

Why this score?

Tech

Supreme Isthmus v2.1 · Large teams · 16 players

51.2 / 100

10 scored games · 90.9% coverage.

Established results · Updated 30 Sep 2026, 05:00 UTC

Recent comparison: more measured games are needed in both periods.

Why this score?

Playstyle at a glance

The same prepared traits shown in the BAR Fight widget. Each position keeps its own history; a trait describes a repeated habit, not a skill rating or the right choice in every game.

Trait period: 2026-09-01–2026-09-30 UTC · Supreme Isthmus v2.1 · human 8v8 · mirrored starts combined. Checked 30 Sep 2026, 21:53 UTC.

Tech

11 selected games

Opens with Bot Lab 100.0%

The same first observed factory start by 5:00 in at least 60% of at least 10 measured openings. This does not prove that the build finished. Bot Lab was the first observed factory start by 5:00 in 100% of measured openings. Openings without this build and tied starts of different unit types stay in the percentage. A start need not finish.

Games with measurements for this trait: 100.0%.
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Pond

25 selected games

Buys / receives Advanced Construction Bot 72.7%

Common teammate unit transfers while playing Pond. These may include gifts; payment is not recorded. Advanced Construction Bot received from a teammate by 10:00 in 73% of observed Pond games (22 games with complete data). Finished at receipt in 36%; unfinished in 36% (these can overlap). Gifts are included; payment is not recorded.

Games with measurements for this trait: 88.0%.
Buys / receives Sharpshooter 72.7%

Common teammate unit transfers while playing Pond. These may include gifts; payment is not recorded. Sharpshooter received from a teammate by 10:00 in 73% of observed Pond games (22 games with complete data). Finished at receipt in 41%; unfinished in 68% (these can overlap). Gifts are included; payment is not recorded.

Games with measurements for this trait: 88.0%.
Blitz-heavy by 10:00 93.8%

By 10:00, completed at least 5 Blitz units representing at least 50% of all completed mobile combat-unit metal value. The unit count must also be above both the matching group’s average and its 75th percentile (the cutoff for the top quarter), in at least 60% of at least 10 matching games with data. Only eligible observed starts and completions count. This is a production preference, not evidence of a rush or attack. This focused opening appears in 93.8% of comparable measured games. Average built in games with data: 9.18 Blitz units by 10:00.

Games with measurements for this trait: 64.0%.
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Beach sea

102 selected games

Riptide-heavy by 10:00 81.2%

By 10:00, completed at least 5 Riptide units representing at least 50% of all completed mobile combat-unit metal value. The unit count must also be above both the matching group’s average and its 75th percentile (the cutoff for the top quarter), in at least 60% of at least 10 matching games with data. Only eligible observed starts and completions count. This is a production preference, not evidence of a rush or attack. This focused opening appears in 81.2% of comparable measured games. Average built in games with data: 8.44 Riptide units by 10:00.

Games with measurements for this trait: 67.6%.
Opens with Riptide 94.1%

The same first observed fighting unit start by 5:00 in at least 60% of at least 10 measured openings. This does not prove that the build finished. Riptide was the first observed fighting unit start by 5:00 in 94.1% of measured openings. Openings without this build and tied starts of different unit types stay in the percentage. A start need not finish.

Games with measurements for this trait: 100.0%.
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About these results

Included: 160 published games lasting at least five minutes, linked to account 21705. All recorded factions, game versions and formats are included in these activity totals. Opponents can include AI. Detailed analysis and rankings apply their own filters; their game counts can be smaller.

Available measurements: 83.8% of these games have usable unit-event data. Each trait or chart shows its own coverage. Missing measurements are unknown; a recorded zero means the measurement was made and nothing was recorded.

Still loading: a preparing label means an analysis has not finished. It does not mean the player has no history or never did that action.

Freshness: replay data published 30 Sep 2026, 21:40 UTC; this summary prepared 30 Sep 2026, 21:50 UTC. Traits and daily rankings can have different update times. Imports are not a complete archive of every BAR match.