Replay data published 9 Oct 2026, 06:28 · Daily update starts 03:00 Stockholm time
Teaner
Account 76593 · Published replay history across maps and positions.
Latest recorded OS
51.4
02 Oct 2026 · Large teams · 16 players
Recorded games
67
01 Sep 2026–02 Oct 2026 UTC
Maps played
1
Map versions counted separately
OS over time
Ratings recorded at game start in the replays we have.
Large teams · 16 players
First recorded
46.89
Latest recorded
51.35
Change
+4.46
02 Oct 2026, 15:10 UTC · OS 51.35
67 recorded ratings · 01 Sep 2026–02 Oct 2026.
Recorded playstyle traits
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: 2026-09-10–2026-10-09 UTC · Supreme Isthmus v2.1 · human 8v8 · mirrored starts combined. Checked 09 Oct 2026, 10:04 UTC.
Tech
30 selected games
Opens with Bot Lab93.3%
Explanation and coverage
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 93.3% of measured openings. Openings without this build and tied starts of different unit types stay in the percentage. A start need not finish.
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 76% of observed Pond games (25 games with complete data). Finished at receipt in 36%; unfinished in 40% (these can overlap). Gifts are included; payment is not recorded.
Games with measurements for this trait: 96.2%.
Buys / receives Fatboy68.0%
Explanation and coverage
Common teammate unit transfers while playing Pond. These may include gifts; payment is not recorded. Fatboy received from a teammate by 10:00 in 68% of observed Pond games (25 games with complete data). Finished at receipt in 8%; unfinished in 60% (these can overlap). Gifts are included; payment is not recorded.
Games with measurements for this trait: 96.2%.
Tick-heavy by 10:0082.6%
Explanation and coverage
By 10:00, completed at least 5 Tick 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 82.6% of comparable measured games. Average built in games with data: 53.54 Tick units by 10:00.
Games with measurements for this trait: 88.5%.
Opens with Bot Lab88.5%
Explanation and coverage
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 88.5% of measured openings. Openings without this build and tied starts of different unit types stay in the percentage. A start need not finish.
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: 1.5% of selected games.
Selected games: 67 · Games with identified lanes: 1.
2 distinct recorded opponents · Mean opponent OS 47.7 (OS available in 100.0% of identified games).
Front (suicide) vs Shared central front · shared frontline
1 matched game · 2 distinct opponents · Mean opponent OS 47.7.
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
Measurement
Profile owner
Starting-lane opponents (per player)
Coverage
Metal producedTotal metal produced by this player by this time.
3,908.6 metal
3,960.4 metal
100.0%1 paired game
Metal spentRecorded spending when available, otherwise the published resource-balance reconstruction.
4,380.2 metal
4,658.8 metal
100.0%1 paired game
Energy producedTotal energy produced by this player by this time.
43,743.5 energy
43,701.5 energy
100.0%1 paired game
Damage dealtRecorded damage dealt across the match, including fights outside this lane.
5,464.3 damage
10,003.8 damage
100.0%1 paired game
Damage receivedRecorded damage received across the match, including fights outside this lane.
15,975.0 damage
4,856.1 damage
100.0%1 paired game
Units producedTotal units produced by this time, including buildings.
39.0 units
56.5 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.
2,260.0 metal
412.0 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.
439.0 metal
1,427.0 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.
10.0 units
3.0 units
100.0%1 paired game
Xad1 game · 100.0% of games in this matchup · Mean recorded OS 48.5Profile 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.
Xzhinn1 game · 100.0% of games in this matchup · Mean recorded OS 46.9Profile 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%.
Why some selected games have no identified lane:
Starting layout not verified: 4 games.
No individual lane assigned for this position: 62 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.
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.
Tech
Supreme Isthmus v2.1 · Large teams · 16 players
59.3 / 100
28 scored games · 84.8% coverage.
Established results · Updated 09 Oct 2026, 06:03 UTC
Earlier vs recent: No clear change. Recorded game scores 62.9 recent vs 62.2 earlier, split at 23 Sep 2026. Approximate change range: -6.4 to 9.3 points. The comparison uses each period’s opponents and reference players; it does not forecast future play.
Established results · Updated 09 Oct 2026, 06:03 UTC
Earlier vs recent: No clear change. Recorded game scores 59.8 recent vs 59.1 earlier, split at 23 Sep 2026. Approximate change range: -17.3 to 16.5 points. The comparison uses each period’s opponents and reference players; it does not forecast future play.
Included: 67 published games lasting at least five minutes, linked to account 76593. 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 09 Oct 2026, 04:50 UTC; this summary prepared 09 Oct 2026, 06:14 UTC. Traits and daily rankings can have different update times. Imports are not a complete archive of every BAR match.