Replay data updated 14 Oct 2026, 08:05 UTC · Daily update starts 01:00 UTC (03:00 Stockholm time)

Data updated 14 Oct, 08:05 UTC

Daily update starts 01:00 UTC (03:00 Stockholm time). Replay collection continues while the update is prepared.

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[Crd]Alexitaliano

Account 600088 · Published replay history across maps and positions.

Latest recorded OS
14.3
24 Sep 2026 · Large teams · 16 players
Recorded games
68
28 Jun 2026–24 Sep 2026 UTC
Maps played
12
Map versions counted separately
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OS over time

Ratings recorded at game start in the replays we have. OS means OpenSkill rating.

First recorded
15.93
Latest recorded
14.27
Change
-1.66
OS over timeRecorded ratings at game start. Use the game selector below to read individual values.8.310.512.714.917.128 Jun 2026, 19:12 UTC · OS 15.9301 Jul 2026, 19:35 UTC · OS 14.7301 Jul 2026, 19:58 UTC · OS 14.8501 Jul 2026, 20:55 UTC · OS 14.8502 Jul 2026, 12:58 UTC · OS 13.5402 Jul 2026, 13:24 UTC · OS 13.5402 Jul 2026, 16:33 UTC · OS 14.7808 Jul 2026, 13:00 UTC · OS 12.8408 Jul 2026, 13:31 UTC · OS 12.8408 Jul 2026, 14:23 UTC · OS 12.8108 Jul 2026, 19:37 UTC · OS 12.2711 Jul 2026, 23:58 UTC · OS 13.1613 Jul 2026, 01:34 UTC · OS 12.5613 Jul 2026, 15:51 UTC · OS 12.3213 Jul 2026, 19:17 UTC · OS 11.7013 Jul 2026, 20:15 UTC · OS 11.3314 Jul 2026, 01:37 UTC · OS 11.4714 Jul 2026, 13:20 UTC · OS 11.9714 Jul 2026, 13:38 UTC · OS 11.9714 Jul 2026, 18:19 UTC · OS 12.7514 Jul 2026, 18:34 UTC · OS 12.7514 Jul 2026, 23:01 UTC · OS 12.9915 Jul 2026, 11:21 UTC · OS 12.9915 Jul 2026, 18:51 UTC · OS 12.6023 Jul 2026, 13:14 UTC · OS 12.5923 Jul 2026, 13:36 UTC · OS 12.0323 Jul 2026, 14:09 UTC · OS 12.0323 Jul 2026, 18:13 UTC · OS 10.0123 Jul 2026, 19:33 UTC · OS 10.7423 Jul 2026, 21:52 UTC · OS 11.1724 Jul 2026, 22:13 UTC · OS 11.9324 Jul 2026, 22:50 UTC · OS 11.5227 Jul 2026, 13:38 UTC · OS 11.0927 Jul 2026, 14:04 UTC · OS 10.6427 Jul 2026, 14:25 UTC · OS 10.6428 Jul 2026, 23:30 UTC · OS 11.4530 Jul 2026, 00:10 UTC · OS 11.0030 Jul 2026, 18:58 UTC · OS 10.7230 Jul 2026, 19:34 UTC · OS 10.7230 Jul 2026, 19:48 UTC · OS 10.7206 Aug 2026, 13:53 UTC · OS 9.4806 Aug 2026, 14:15 UTC · OS 9.9608 Aug 2026, 00:55 UTC · OS 10.4610 Aug 2026, 09:30 UTC · OS 10.2911 Aug 2026, 18:00 UTC · OS 10.7611 Aug 2026, 19:34 UTC · OS 10.2314 Aug 2026, 01:24 UTC · OS 10.7017 Aug 2026, 16:21 UTC · OS 11.0918 Aug 2026, 22:15 UTC · OS 11.3118 Aug 2026, 22:55 UTC · OS 11.5019 Aug 2026, 00:17 UTC · OS 11.9119 Aug 2026, 23:49 UTC · OS 12.1520 Aug 2026, 00:50 UTC · OS 12.1523 Aug 2026, 01:38 UTC · OS 12.2026 Aug 2026, 02:41 UTC · OS 12.5926 Aug 2026, 03:09 UTC · OS 12.5928 Aug 2026, 02:45 UTC · OS 12.4329 Aug 2026, 02:54 UTC · OS 12.0130 Aug 2026, 02:22 UTC · OS 11.7409 Sep 2026, 00:23 UTC · OS 13.1410 Sep 2026, 00:24 UTC · OS 14.0912 Sep 2026, 02:53 UTC · OS 14.5413 Sep 2026, 01:39 UTC · OS 14.6124 Sep 2026, 01:38 UTC · OS 14.2728 Jun24 Sep

24 Sep 2026, 01:38 UTC · OS 14.27

64 recorded ratings · 28 Jun 2026–24 Sep 2026.

Game formats are shown separately.

Playstyle and score by position

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.

No habits to show yet. Habits come from Supreme Isthmus v2.1 human 8v8 games between 15 Sep and 14 Oct 2026 (UTC), with at least 10 measured games in a position. This player has none in that period.

Recent activity

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

02026-09-17
to 2026-09-23
12026-09-24
to 2026-09-30
02026-10-01
to 2026-10-07
02026-10-08
to 2026-10-14

Most played maps & positions

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

Starting-lane opponents

Supreme Isthmus v2.1 human 8v8 starting lanes. This shows fixed opposing starts, not every opponent who later joined a fight.

See lane matchups and coverage

Starting-lane coverage: 38.9% of selected games.

Selected games: 18 · Games with identified lanes: 7.

10 distinct recorded opponents · Mean opponent OS 23.9 (OS available in 100.0% of identified games).

Beach sea vs Geo sea

3 matched games · 3 distinct opponents · Mean opponent OS 30.1.

Average economy and combat

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.

3 games reached 5:00.

Swipe sideways to compare both sides →

Average per game by 5:00
MeasurementProfile ownerStarting-lane opponentCoverage
Metal producedTotal metal produced by this player by this time.3,485.4 metal3,794.8 metal100.0%3 paired games
Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction.4,071.1 metal4,312.6 metal100.0%3 paired games
Energy producedTotal energy produced by this player by this time.43,982.4 energy40,420.5 energy100.0%3 paired games
Damage dealtRecorded damage dealt across the match, including fights outside this lane.2,909.2 damage801.1 damage100.0%3 paired games
Damage receivedRecorded damage received across the match, including fights outside this lane.1,016.2 damage2,539.2 damage100.0%3 paired games
Units producedTotal units produced by this time, including buildings.40.7 units37.3 units100.0%3 paired games
All units lostRecorded total units lost, including noncombat losses and buildings.Not recordedNot recorded0.0%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.Not recordedNot recorded0.0%0 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.Not recordedNot recorded0.0%0 paired games
Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings.Not recordedNot recorded0.0%0 paired games
  • MarauderPL1 game · 33.3% of games in this matchup · Mean recorded OS 10.7Profile owner’s team won 100.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.
  • Optimusprimenutt1 game · 33.3% of games in this matchup · Mean recorded OS 40.5Profile owner’s team won 0.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.
  • Rysica1 game · 33.3% of games in this matchup · Mean recorded OS 39.1Profile owner’s team won 100.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.

Front (second) vs Shared central front · shared frontline

2 matched games · 4 distinct opponents · Mean opponent OS 16.5.

Average economy and combat

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.

2 games reached 5:00.

Swipe sideways to compare both sides →

Average per game by 5:00
MeasurementProfile ownerStarting-lane opponents (per player)Coverage
Metal producedTotal metal produced by this player by this time.3,978.0 metal4,098.8 metal100.0%2 paired games
Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction.3,596.2 metal4,248.2 metal100.0%2 paired games
Energy producedTotal energy produced by this player by this time.35,874.7 energy50,141.9 energy100.0%2 paired games
Damage dealtRecorded damage dealt across the match, including fights outside this lane.5,179.8 damage7,853.6 damage100.0%2 paired games
Damage receivedRecorded damage received across the match, including fights outside this lane.8,572.1 damage7,667.8 damage100.0%2 paired games
Units producedTotal units produced by this time, including buildings.45.5 units44.2 units100.0%2 paired games
All units lostRecorded total units lost, including noncombat losses and buildings.Not recordedNot recorded0.0%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.Not recordedNot recorded0.0%0 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.Not recordedNot recorded0.0%0 paired games
Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings.Not recordedNot recorded0.0%0 paired games
  • Kudoh1 game · 50.0% of games in this matchup · Mean recorded OS 17.1Profile owner’s team won 100.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.
  • MoodBlitz1 game · 50.0% of games in this matchup · Mean recorded OS 21.5Profile owner’s team won 0.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.
  • simon_lightning1 game · 50.0% of games in this matchup · Mean recorded OS 15.2Profile owner’s team won 100.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.
  • Spooch1 game · 50.0% of games in this matchup · Mean recorded OS 12.3Profile owner’s team won 0.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.

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%.

Front (suicide) vs Shared central front · shared frontline

1 matched game · 2 distinct opponents · Mean opponent OS 25.9.

Average economy and combat

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.

1 game reached 5:00.

Swipe sideways to compare both sides →

Average per game by 5:00
MeasurementProfile ownerStarting-lane opponents (per player)Coverage
Metal producedTotal metal produced by this player by this time.3,220.4 metal3,004.9 metal100.0%1 paired game
Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction.4,152.5 metal3,989.0 metal100.0%1 paired game
Energy producedTotal energy produced by this player by this time.43,935.8 energy59,827.7 energy100.0%1 paired game
Damage dealtRecorded damage dealt across the match, including fights outside this lane.6,346.4 damage5,037.7 damage100.0%1 paired game
Damage receivedRecorded damage received across the match, including fights outside this lane.4,262.6 damage5,706.4 damage100.0%1 paired game
Units producedTotal units produced by this time, including buildings.44.0 units49.5 units100.0%1 paired game
All units lostRecorded total units lost, including noncombat losses and buildings.Not recordedNot recorded0.0%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.474.0 metal695.0 metal100.0%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.668.0 metal561.0 metal100.0%1 paired game
Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings.8.0 units7.5 units100.0%1 paired game
  • PorcelaneRang1 game · 100.0% of games in this matchup · Mean recorded OS 23.6Profile owner’s team won 100.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.
  • PrivatePershing1 game · 100.0% of games in this matchup · Mean recorded OS 28.2Profile owner’s team won 100.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.

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%.

Geo sea vs Beach sea

1 matched game · 1 distinct opponent · Mean opponent OS 17.9.

Average economy and combat

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.

Swipe sideways to compare both sides →

Average per game by 5:00
MeasurementProfile ownerStarting-lane opponentCoverage
Metal producedTotal metal produced by this player by this time.4,262.9 metal3,360.2 metal100.0%1 paired game
Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction.3,328.5 metal4,179.2 metal100.0%1 paired game
Energy producedTotal energy produced by this player by this time.57,327.8 energy39,279.3 energy100.0%1 paired game
Damage dealtRecorded damage dealt across the match, including fights outside this lane.478.0 damage414.8 damage100.0%1 paired game
Damage receivedRecorded damage received across the match, including fights outside this lane.235.2 damage0.0 damage100.0%1 paired game
Units producedTotal units produced by this time, including buildings.45.0 units37.0 units100.0%1 paired game
All units lostRecorded total units lost, including noncombat losses and buildings.Not recordedNot recorded0.0%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.Not recordedNot recorded0.0%0 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.Not recordedNot recorded0.0%0 paired games
Fighting units lost to enemiesCompleted fighting units lost to enemies: bots, vehicles, aircraft and ships. Excludes commanders, builders and buildings.Not recordedNot recorded0.0%0 paired games
  • ThatOneCamo1 game · 100.0% of games in this matchup · Mean recorded OS 17.9Profile owner’s team won 100.0% of games with a known result; result coverage 100.0%. This is a team result, not a duel result.

Why some selected games have no identified lane:

  • Starting layout not verified: 1 game.
  • No individual lane assigned for this position: 10 games.

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.

Ask about this player

Open a prepared question for All That Glitters v2.2.3, then adjust the map, position, game version or reference rating.

About these results

Included: 68 published games lasting at least five minutes, linked to account 600088. 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: 100.0% 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 14 Oct 2026, 09:22 UTC; this summary prepared 14 Oct 2026, 09:56 UTC. Traits and daily rankings can have different update times. Imports are not a complete archive of every BAR match.