Supreme Isthmus v2.1
72.7% of recorded games · 117 games
Player profile · Account 351119
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.
72.7% of recorded games · 117 games
7.5% of recorded games · 12 games
1.9% of recorded games · 3 games
1.9% of recorded games · 3 games
1.2% of recorded games · 2 games
1.2% of recorded games · 2 games
1.2% of recorded games · 2 games
0.6% 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: 20.5% of selected games.
Selected games: 117 · Games with identified lanes: 24.
37 distinct recorded opponents · Mean opponent OS 25.2 (OS available in 100.0% of identified games).
7 matched games · 7 distinct opponents · Mean opponent OS 28.7.
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.
7 games reached 5:00.
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| Measurement | Profile owner | Starting-lane opponent | Coverage |
|---|---|---|---|
| Metal producedTotal metal produced by this player by this time. | 3,442.3 metal | 3,745.6 metal | 100.0%7 paired games |
| Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction. | 4,007.4 metal | 4,505.1 metal | 100.0%7 paired games |
| Energy producedTotal energy produced by this player by this time. | 36,342.5 energy | 50,433.4 energy | 100.0%7 paired games |
| Damage dealtRecorded damage dealt across the match, including fights outside this lane. | 575.0 damage | 500.1 damage | 100.0%7 paired games |
| Damage receivedRecorded damage received across the match, including fights outside this lane. | 468.8 damage | 619.7 damage | 100.0%7 paired games |
| Units producedTotal units produced by this time, including buildings. | 36.4 units | 43.9 units | 100.0%7 paired games |
| All units lostRecorded total units lost, including noncombat losses and buildings. | 1.0 units | 3.0 units | 14.3%1 paired game |
| 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. | 70.3 metal | 118.5 metal | 85.7%6 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. | 106.2 metal | 61.8 metal | 85.7%6 paired games |
| Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings. | 0.5 units | 0.2 units | 85.7%6 paired games |
6 matched games · 12 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.
6 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. | 4,219.2 metal | 3,649.6 metal | 100.0%6 paired games |
| Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction. | 4,981.1 metal | 4,200.9 metal | 100.0%6 paired games |
| Energy producedTotal energy produced by this player by this time. | 48,762.6 energy | 43,828.9 energy | 100.0%6 paired games |
| Damage dealtRecorded damage dealt across the match, including fights outside this lane. | 13,207.5 damage | 9,926.5 damage | 100.0%6 paired games |
| Damage receivedRecorded damage received across the match, including fights outside this lane. | 7,699.6 damage | 12,855.1 damage | 100.0%6 paired games |
| Units producedTotal units produced by this time, including buildings. | 58.0 units | 44.2 units | 100.0%6 paired games |
| All units lostRecorded total units lost, including noncombat losses and buildings. | 20.0 units | 6.0 units | 16.7%1 paired game |
| 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. | 689.2 metal | 1,210.2 metal | 83.3%5 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. | 1,415.8 metal | 1,007.9 metal | 83.3%5 paired games |
| Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings. | 6.6 units | 7.1 units | 83.3%5 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%.
7 matched games · 14 distinct opponents · Mean opponent OS 23.3.
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.
For shared Front, the opponent average is per opposing player in each game, and both opposing players must have records.
7 games reached 5:00.
Swipe sideways to compare both sides →
| Measurement | Profile owner | Starting-lane opponents (per player) | Coverage |
|---|---|---|---|
| Metal producedTotal metal produced by this player by this time. | 4,231.2 metal | 3,903.2 metal | 100.0%7 paired games |
| Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction. | 5,207.0 metal | 4,209.2 metal | 100.0%7 paired games |
| Energy producedTotal energy produced by this player by this time. | 53,043.5 energy | 48,649.1 energy | 100.0%7 paired games |
| Damage dealtRecorded damage dealt across the match, including fights outside this lane. | 13,430.2 damage | 9,256.0 damage | 100.0%7 paired games |
| Damage receivedRecorded damage received across the match, including fights outside this lane. | 11,830.2 damage | 10,185.1 damage | 100.0%7 paired games |
| Units producedTotal units produced by this time, including buildings. | 54.6 units | 43.1 units | 100.0%7 paired games |
| All units lostRecorded total units lost, including noncombat losses and buildings. | 10.3 units | 15.5 units | 42.9%3 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. | 1,500.6 metal | 1,259.1 metal | 71.4%5 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. | 1,337.4 metal | 1,619.1 metal | 71.4%5 paired games |
| Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings. | 6.4 units | 4.8 units | 71.4%5 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%.
4 matched games · 4 distinct opponents · Mean opponent OS 22.7.
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.
4 games reached 5:00.
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| Measurement | Profile owner | Starting-lane opponent | Coverage |
|---|---|---|---|
| Metal producedTotal metal produced by this player by this time. | 4,123.6 metal | 3,454.5 metal | 100.0%4 paired games |
| Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction. | 4,857.1 metal | 3,969.8 metal | 100.0%4 paired games |
| Energy producedTotal energy produced by this player by this time. | 64,254.8 energy | 31,475.8 energy | 100.0%4 paired games |
| Damage dealtRecorded damage dealt across the match, including fights outside this lane. | 769.1 damage | 806.1 damage | 100.0%4 paired games |
| Damage receivedRecorded damage received across the match, including fights outside this lane. | 808.2 damage | 964.1 damage | 100.0%4 paired games |
| Units producedTotal units produced by this time, including buildings. | 51.8 units | 33.8 units | 100.0%4 paired games |
| 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. | 89.2 metal | 185.8 metal | 100.0%4 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. | 143.5 metal | 94.5 metal | 100.0%4 paired games |
| Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings. | 0.0 units | 0.8 units | 100.0%4 paired games |
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.
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 positionThe 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%.By 15:00, finished more bombers than both the matching group’s average and its 75th percentile (the cutoff for the top quarter). This must happen in at least 60% of at least 10 games with data. Building bombers does not prove a bombing run happened. Above both comparison cutoffs in 66.7% of matching games with data at 15:00. Matching comparison games available for 53.6% of this player’s games with data. Each other player counts equally within a group with the same settings and game version. Results from those groups are combined to match this player’s mix of games.
Games with measurements for this trait: 45.5%.By 10:00, finished fewer fighters than both the matching group’s average and its 25th percentile (the cutoff for the bottom quarter). This must happen in at least 60% of at least 10 games with data. It describes building habits, not whether the player controlled the air or used resources well. Below both comparison cutoffs in 83.3% of matching games with data at 10:00. Matching comparison games available for 54.5% of this player’s games with data. Each other player counts equally within a group with the same settings and game version. Results from those groups are combined to match this player’s mix of games.
Games with measurements for this trait: 54.5%.At 10:00, economy’s share of completed build value is above both the matching group’s average and its 75th percentile (top-quarter cutoff). The fighting-unit share is below both its average and its 25th percentile (bottom-quarter cutoff). Both must happen in at least 60% of at least 10 games with data. This shows building priorities; it does not prove unsafe greed or poor play. This investment pattern appears in 87.5% of comparable measured games. Matching comparison games available for 55.2% of this player’s games with data. Each other player counts equally within a group with the same settings and game version. Results from those groups are combined to match this player’s mix of games.
Games with measurements for this trait: 48.5%.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. Aircraft Plant was the first observed factory start by 5:00 in 90.9% 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%.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 90% of observed Pond games (10 games with complete data). Finished at receipt in 70%; unfinished in 20% (these can overlap). Gifts are included; payment is not recorded.
Games with measurements for this trait: 83.3%.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%.By 5:00, fixed defences represent at least 60% of completed military build value in at least 70% of at least 10 measured games. This is normal build value, not personal spending. Fixed defences reached at least 60% of completed military build value by 5:00 in 83.3% of measured games. The denominator includes completed fighting units and fixed defences, including builds later lost; unfinished work is excluded.
Games with measurements for this trait: 100.0%.More measured games are needed for traits.
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Included: 161 published games lasting at least five minutes, linked to account 351119. 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: 85.7% 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, 10:04 UTC; this summary prepared 02 Oct 2026, 10:14 UTC. Traits and daily rankings can have different update times. Imports are not a complete archive of every BAR match.