Supreme Isthmus v2.1
98.6% of recorded games · 71 games
Player profile · Account 302616
A quick view of this player’s published replay history. Choose a map below to explore their play in more detail.
Recorded games in the last four weeks. This shows activity, not a change in skill. Imports may be incomplete.
Share of this player’s published games. Starting positions describe where they began; responsibilities can change during play.
98.6% of recorded games · 71 games
1.4% of recorded games · 1 games
Supreme Isthmus v2.1 human 8v8 starting lanes. This shows fixed opposing starts, not every opponent who later joined a fight.
Starting-lane coverage: 70.4% of selected games.
Selected games: 71 · Games with identified lanes: 50.
81 distinct recorded opponents · Mean opponent OS 24.6 (OS available in 100.0% of identified games).
1 matched game · 1 distinct opponent · Mean opponent OS 25.3.
Both sides use the same measured games for each row. Coverage is the share of games reaching that time with both measurements. Activity is against all enemies, not damage or spending against this lane opponent alone.
1 game reached 5:00.
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| Measurement | Profile owner | Starting-lane opponent | Coverage |
|---|---|---|---|
| Metal producedTotal metal produced by this player by this time. | 3,712.7 metal | 3,435.3 metal | 100.0%1 paired game |
| Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction. | 4,254.3 metal | 4,185.2 metal | 100.0%1 paired game |
| Energy producedTotal energy produced by this player by this time. | 35,947.9 energy | 52,249.3 energy | 100.0%1 paired game |
| Damage dealtRecorded damage dealt across the match, including fights outside this lane. | 165.9 damage | 0.0 damage | 100.0%1 paired game |
| Damage receivedRecorded damage received across the match, including fights outside this lane. | 783.2 damage | 85.9 damage | 100.0%1 paired game |
| Units producedTotal units produced by this time, including buildings. | 38.0 units | 40.0 units | 100.0%1 paired game |
| All units lostRecorded total units lost, including noncombat losses and buildings. | Not recorded | Not recorded | 0.0%0 paired games |
| Metal lost to enemiesMetal cost of completed units and buildings lost to enemies by this time. Includes commanders; excludes unfinished units and reclaim. Wreckage recovered later is not subtracted. | 241.0 metal | 51.0 metal | 100.0%1 paired game |
| Enemy metal destroyedMetal cost of completed enemy units and buildings credited to this player for their destruction. Aircraft crashes can credit the last attacker. Includes commanders; excludes unfinished units. Assists are not counted. | 248.0 metal | 0.0 metal | 100.0%1 paired game |
| Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings. | 0.0 units | 0.0 units | 100.0%1 paired game |
4 matched games · 8 distinct opponents · Mean opponent OS 24.9.
Both sides use the same measured games for each row. Coverage is the share of games reaching that time with both measurements. Activity is against all enemies, not damage or spending against this lane opponent alone.
For shared Front, the opponent average is per opposing player in each game, and both opposing players must have records.
4 games reached 5:00.
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| Measurement | Profile owner | Starting-lane opponents (per player) | Coverage |
|---|---|---|---|
| Metal producedTotal metal produced by this player by this time. | 3,571.4 metal | 3,699.6 metal | 100.0%4 paired games |
| Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction. | 3,932.8 metal | 3,861.9 metal | 100.0%4 paired games |
| Energy producedTotal energy produced by this player by this time. | 44,897.3 energy | 46,207.3 energy | 100.0%4 paired games |
| Damage dealtRecorded damage dealt across the match, including fights outside this lane. | 7,980.6 damage | 7,717.3 damage | 100.0%4 paired games |
| Damage receivedRecorded damage received across the match, including fights outside this lane. | 6,008.3 damage | 11,881.8 damage | 100.0%4 paired games |
| Units producedTotal units produced by this time, including buildings. | 33.5 units | 41.5 units | 100.0%4 paired games |
| All units lostRecorded total units lost, including noncombat losses and buildings. | 6.0 units | 13.8 units | 50.0%2 paired games |
| Metal lost to enemiesMetal cost of completed units and buildings lost to enemies by this time. Includes commanders; excludes unfinished units and reclaim. Wreckage recovered later is not subtracted. | 493.3 metal | 1,422.0 metal | 75.0%3 paired games |
| Enemy metal destroyedMetal cost of completed enemy units and buildings credited to this player for their destruction. Aircraft crashes can credit the last attacker. Includes commanders; excludes unfinished units. Assists are not counted. | 343.3 metal | 816.0 metal | 75.0%3 paired games |
| Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings. | 3.0 units | 8.0 units | 75.0%3 paired games |
Two opposing frontline starts share this lane. Each opponent’s frequency uses the matched games, so the percentages can add up to more than 100%.
45 matched games · 74 distinct opponents · Mean opponent OS 24.6.
Both sides use the same measured games for each row. Coverage is the share of games reaching that time with both measurements. Activity is against all enemies, not damage or spending against this lane opponent alone.
For shared Front, the opponent average is per opposing player in each game, and both opposing players must have records.
45 games reached 5:00.
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| Measurement | Profile owner | Starting-lane opponents (per player) | Coverage |
|---|---|---|---|
| Metal producedTotal metal produced by this player by this time. | 4,155.6 metal | 3,720.1 metal | 100.0%45 paired games |
| Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction. | 4,830.9 metal | 4,280.9 metal | 100.0%45 paired games |
| Energy producedTotal energy produced by this player by this time. | 51,456.4 energy | 48,773.4 energy | 100.0%45 paired games |
| Damage dealtRecorded damage dealt across the match, including fights outside this lane. | 14,865.0 damage | 10,696.2 damage | 100.0%45 paired games |
| Damage receivedRecorded damage received across the match, including fights outside this lane. | 14,088.4 damage | 11,814.0 damage | 100.0%45 paired games |
| Units producedTotal units produced by this time, including buildings. | 41.9 units | 45.5 units | 100.0%45 paired games |
| All units lostRecorded total units lost, including noncombat losses and buildings. | 6.7 units | 14.7 units | 22.2%10 paired games |
| Metal lost to enemiesMetal cost of completed units and buildings lost to enemies by this time. Includes commanders; excludes unfinished units and reclaim. Wreckage recovered later is not subtracted. | 2,199.7 metal | 1,703.7 metal | 84.4%38 paired games |
| Enemy metal destroyedMetal cost of completed enemy units and buildings credited to this player for their destruction. Aircraft crashes can credit the last attacker. Includes commanders; excludes unfinished units. Assists are not counted. | 2,376.0 metal | 1,480.1 metal | 84.4%38 paired games |
| Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings. | 5.5 units | 7.5 units | 84.4%38 paired games |
Two opposing frontline starts share this lane. Each opponent’s frequency uses the matched games, so the percentages can add up to more than 100%.
Showing 20 of 74 recorded opponents.
Why some selected games have no identified lane:
Opponents are identified from verified starting lanes on Supreme Isthmus v2.1 in 8v8 games. Sea has one opposing player. The shared central front has two opposing starting players. Other positions have no fixed individual opponent assigned here. Team wins are whole-match results, not lane wins. Profile lane history includes all published Supreme Isthmus 8v8 games for this account.
Prepared ranking results, with the same calculation and evidence as the rankings page. Scores are not OS or a share of team victory.
57.5 / 100
Why this score?48.0 / 100
Why this score?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.
These traits are awaiting a refresh. They describe the period printed above.
More measured games are needed for traits.
Explore this positionMore measured games are needed for traits.
Explore this positionBy 10:00, completed at least 5 Thug 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 95.7% of comparable measured games. Average built in games with data: 34.48 Thug units by 10:00.
Games with measurements for this trait: 74.2%.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. Thug was the first observed fighting unit 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%.More measured games are needed for traits.
Explore this positionMore measured games are needed for traits.
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Included: 72 published games lasting at least five minutes, linked to account 302616. 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: 91.7% 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 02 Oct 2026, 10:41 UTC; this summary prepared 02 Oct 2026, 10:51 UTC. Traits and daily rankings can have different update times. Imports are not a complete archive of every BAR match.