BAR FIGHTBeyond All Reason · replay statistics

Player profile · Account 96031

Adeus

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

Latest recorded OS
35.3
28 Sep 2026 · Large teams · 16 players
Recorded games
175
31 Aug 2026–28 Sep 2026 UTC
Maps played
3
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.

342026-09-03
to 2026-09-09
482026-09-10
to 2026-09-16
462026-09-17
to 2026-09-23
342026-09-24
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.

Tech

Supreme Isthmus v2.1 · Large teams · 16 players

55.6 / 100

33 scored games · 84.6% coverage.

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

Earlier vs recent: No clear change. Recorded game scores 56.2 recent vs 58.3 earlier, split at 13 Sep 2026. Approximate change range: -10.8 to 4.6 points. The comparison uses each period’s opponents and reference players; it does not forecast future play.

Why this score?

Air

Supreme Isthmus v2.1 · Large teams · 16 players

50.3 / 100

26 scored games · 78.8% coverage.

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

Earlier vs recent: No clear change. Recorded game scores 45.5 recent vs 53.5 earlier, split at 15 Sep 2026. Approximate change range: -17.3 to 1.0 points. The comparison uses each period’s opponents and reference players; it does not forecast future play.

Why this score?

Front (suicide)

Supreme Isthmus v2.1 · Large teams · 16 players

51.2 / 100

13 scored games · 92.9% coverage.

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

Earlier vs recent: Lower in recent games. Recorded game scores 44.0 recent vs 61.2 earlier, split at 17 Sep 2026. Approximate change range: -33.7 to -2.6 points. The comparison uses each period’s opponents and reference players; it does not forecast future play.

Why this score?

Beach sea

Supreme Isthmus v2.1 · Large teams · 16 players

49.9 / 100

41 scored games · 78.8% coverage.

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

Earlier vs recent: No clear change. Recorded game scores 51.0 recent vs 48.9 earlier, split at 11 Sep 2026. Approximate change range: -4.4 to 8.8 points. The comparison uses each period’s opponents and reference players; it does not forecast future play.

Why this score?

Geo sea

Supreme Isthmus v2.1 · Large teams · 16 players

53.2 / 100

12 scored games · 85.7% coverage.

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

Earlier vs recent: No clear change. Recorded game scores 58.2 recent vs 52.4 earlier, split at 16 Sep 2026. Approximate change range: -13.4 to 20.1 points. The comparison uses each period’s opponents and reference players; it does not forecast future play.

Why this score?

Front (second)

Supreme Isthmus v2.1 · Large teams · 16 players

48.4 / 100

6 scored games · 100.0% coverage.

Early 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, 21:51 UTC.

Geo sea

14 selected games

Opens with Crossbow 92.9%

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. Crossbow was the first observed fighting unit start by 5:00 in 92.9% 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%.
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Tech

43 selected games

Opens with Bot Lab 97.7%

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 97.7% 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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Air

32 selected games

Few fighters by 10:00 63.0%

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 63% of matching games with data at 10:00. Matching comparison games available for 93.1% 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: 84.4%.
Opens with Valiant 75.0%

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. Valiant was the first observed fighting unit start by 5:00 in 75% 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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Front (suicide)

13 selected games

Blitz-heavy by 10:00 63.6%

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 63.6% of comparable measured games. Average built in games with data: 19.64 Blitz units by 10:00.

Games with measurements for this trait: 84.6%.
Opens with Janus 69.2%

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. Janus was the first observed fighting unit start by 5:00 in 69.2% 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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Beach sea

54 selected games

Opens with Shipyard 85.2%

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. Shipyard was the first observed factory start by 5:00 in 85.2% 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: 175 published games lasting at least five minutes, linked to account 96031. 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: 93.1% 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.