Overview

This is an extended war report for the war 42426 between INSANITY X and FF-Zanarkand. Data is presented from the side of INSANITY X. Link to the official war report can be found HERE.

Rewards

War outcome for your faction: Victory
Total hits done: 2981
War hits: 1352
Non war hits: 1629
Total respect earned: 21784.92
Members contributed: 81/92


Rewards for your faction:

Name Amount Price
Medium Arms Cache 4 837.39 M
Armor Cache 3 971.5 M
Small Arms Cache 3 334.25 M
Melee Cache 6 905.77 M

Earnings from caches: 3.05 B
Total earnings: 3.05 B1

1prices are based on market value or approximate trader prices if market value is unavaliable.

War Preparation

NOTE: Faction Xanax might be different from Prep Xanax due to how personal stats are calculated. In this case, Faction Xanax is more accurate.

Members who did not stack energy before war:

Members who overdosed during war preparations (but could still have stacked):

Members who most likely stacked energy before war (or just used lots of xanax):

Fighting summary

Top 5

Top 5 by overall contribution %
Name Contribution
IMEZI 3.79
Chromehomie 3.46
Koldar 2.85
0vni 2.65
3736402 2.65
Top 5 by War hits
Name War_Hits
IMEZI 79
PentestPete 76
JohnnyFlow 65
Info-Broker 59
Jx_Lion 57
Top 5 by Non War hits
Name Non_War_Hits
tanweer_50 59
Supeboy 58
Serkitt 57
Adadda 52
Chromehomie 51
Top 5 by Total hits
Name Total_Hits
IMEZI 113
Chromehomie 103
Koldar 85
0vni 79
3736402 79
Top 5 by Assists
Name Assists
Jx_Lion 9
Peaches 8
Togdish 8
3736402 7
PentestPete 6

Chain savers - List of people who saved the chain with less than 60 seconds remaining.

## [1] "Friendly chain savers:"
Saver Chain Time remaining
Info-Broker 2032 41
MiiLKY 1974 39
Gaal 1820 49
MicroKat 1545 58
## [1] "Enemy chain savers:"
Saver Chain Time remaining
Ginchan 94 56
Zhan88 64 59
Romancelite 63 33
KINGBALLA 60 8
Tiner 43 11
35 18
LizzieCricket 30 44
Api 28 39
Api 27 34

Visual summary

Only including members with non-zero contribution

Respect

Respect earned by each member.1
Total respect earned: 21784.92
Total respect lost: 1085.37
Net respect change: 20699.552
Average respect earned per attack: 6.45

1Chain bonuses are ignored in per-member contributions.
2Respect lost will be 0 if using non-faction API key.

War Score

Looking at war score gained and lost by each member.
The calculations IGNORE chain bonuses in order to better reflect actual contribution rather than landing a lucky hit
Total score earned: 12405.26
Total score lost: 3059.41
Median net score per member: 9.022

1Score lost will be 0 if using non-faction API key.
2Using median instead of mean to avoid extreme values skewing the metric.

Slackers

Members who did not meet 1% contribution cutoff
Name Contribution
DrawnToDesire 0.97
sorakasa 0.97
Peaches 0.94
Joesteel 0.87
Gaal 0.87
Blademan89 0.87
KiNO_ua 0.84
SimonBicks 0.84
Vinnie-Ruffalo 0.84
ElderKirkus 0.84
hyons 0.77
Leas 0.67
Cikez 0.60
Chapstick 0.54
CA_Bulldog 0.40
ShirukoNaga 0.40
BoXXer90 0.37
Proxy 0.34
Glack 0.30
ganvague68 0.30
Yar_Evets 0.30
Grandbitzky 0.23
AaronAA 0.20
GreyMareSK 0.20
Haughty 0.20
DivineFlux 0.17
BeetleCape 0.17
SirrusTV 0.13
Cxssidy 0.13
Killua27 0.10
PnMLLC 0.10
Pani_D 0.07
Zigxzap 0.03
FreddyFlodeskum 0.03
Neptita 0.03
DeanRoth 0.00
xXY-O-U-C-3-FXx 0.00
LemeTheThird 0.00
skippymagnifcen 0.00
Ramahenina 0.00
DCupDanger 0.00
snerge 0.00
Izayuh 0.00
Incense 0.00
Mr-Nasty 0.00
memeda 0.00

Energy

Summary of who wasted the most energy and who cost the enemy the most energy.
Calculated by adding up Losses (and Stalemates, Defends, Escapes, Interrupts) and Defends, the multiplying the number by 25.
E_Wasted means the member spent X energy on attacks that failed.
E_Stolen means X energy was wasted by the enemy on attacking the member unsuccessfully.
You might want to take a closer look at members with high E_Wasted values and remind them to pick fights they can win!

1 These numbers will be 0 if you are using an API key WITHOUT faction access.

Full table

Full table with filters and search

Extra details

Xanax and refill usage

Xanax and Energy refill usage during the war.

Total Xanax used: 249
Xanax costs: 212.91 M
Total Refills used: 90
Refill costs: 73.95 M

Drug cost in plot is in millions.

Booster and can usage

Energy can and Booster usage during the war.

Total Boosters used: 87
Booster costs: 1.17 B
Total Cans used: 169
Can costs: 315.25 M

All Boosters are assumed to be FHCs and Can price is set to average market value for ALL cans.

Booster cost in plot is in 10s of millions.

Armory usage (BETA)

This is a summary of Armory usage during the preparation and war period.
It can be useful for getting a good idea of how much consumables were used during the war in total.

1 This section will be empty if you are using an API key WITHOUT faction access.

During preparation

## [1] "Preparation Armory usage:"
## [1] "Preparation usage totals:"
## [1] "Only showing consumables"

During war

## [1] "War Armory usage:"
## [1] "War usage totals:"
## [1] "Only showing consumables"

Activity

Member activity during the war in hours.

## [1] "Correlation between activity and contribution:"
## [1] 0.62

Hospital

Summary of times hospitalized during the war

Full table

AI summary (BETA)

This is an experimental portion of the report - an overview of the war generated by AI.
When looking at this section, keep that in mind and take the results with a grain of salt.
Before taking any actions that might impact faction members mentioned in this summary, double-check that there are no mistakes or missed key details.

Post-War Debrief

1) Overall Faction Performance

The faction produced a high-volume war output with several standout contributors carrying the bulk of the offensive work.

  • Roster participation was moderate to strong, but impact was uneven. A meaningful number of members posted active hours and some war hits, yet there was also a substantial tail of low-impact or zero-impact participants.
  • Net_Score generation was generally positive and efficient for the top performers, but the faction as a whole leaked value through:
    • multiple members with high E_Wasted
    • several low-efficiency hitters with poor hit conversion
    • some players accumulating war activity without meaningful offensive return

Overall, the war effort appears to have been carried by a core group, while the wider roster was inconsistent. The faction’s top end was excellent, but the middle and lower tiers reduced the efficiency of the total effort.


2) Team Issues & Strategic Bottlenecks

A. Energy waste was a major drag

Several members showed very high E_Wasted, indicating poor target selection, weak chaining discipline, or over-aggressive hitting into bad positions. This is the clearest systemic weakness.

Notable inefficiency examples:

  • IMEZI: 79 War_Hits, but also 28 E_Wasted — high output, but costly.
  • JohnnyFlow: 65 War_Hits with 25 E_Wasted — excellent volume, but inefficient.
  • MiiLKY: 42 War_Hits and 75 E_Wasted — strong output, but heavy waste.
  • PentestPete: 76 War_Hits with 75 E_Wasted — huge offensive role, but extremely costly.
  • Walther-class efficiency problems also show up in:
    • KyleJam: 25 hits, 175M+ booster cost, very high resource commitment
    • Zigxzap: almost no useful offensive output relative to his heavy setup

B. Activity did not always translate into impact

There were multiple members with notable activity but little or no war value.

Examples:

  • Leas: 8.808 activity with 0 War_Hits
  • Moonlightenng: 4.066 activity, 0 War_Hits, 41 Non-War_Hits, but no direct war contribution
  • Crystal34543: 2.05 activity, 0 War_Hits
  • Ramahenina / Mr-Nasty / xXY-O-U-C-3-FXx: active enough to be on the board, but essentially no direct faction impact

This suggests a problem with role adherence: some members were active, but not aligned to war priorities.

C. Finishing discipline was inconsistent

Mugging is generally a strategic mistake in war unless it directly supports control or setup. Several members posted Mugged > 0, suggesting some wasted finishing opportunities or suboptimal end-phase choices.

Notable:

  • MiiLKY: 3 mugs
  • JimmyHearse: 1
  • D_Dobbo: 0, but some others had avoidable mugging present
  • 3794188 Peaches: 1 mug despite strong overall contribution
  • 3784212 Supeboy: 1 mug plus 2 escapes

D. Hospitalization pressure was uneven

Several members spent meaningful time in hospital, which reduced their ability to sustain pressure:

  • Peaches: 19 hospitalizations
  • IMEZI: only 2 hospital, despite huge output
  • Champ-like frontliners such as MiiLKY, Aleara, WaterWytch, JohnnyFlow absorbed some punishment but stayed productive

3) Individual Highlights — Positive Performers

Top-tier offensive carries

These members combined high War_Hits, strong Net_Score, strong FairFight, and/or strong investment:

  • IMEZI

    • 79 War_Hits, 712.68 Net_Score, 3.79 FairFight
    • Elite war carry. High-volume, high-value, and one of the strongest impacts in the data.
    • Also generated 125 enemy-stolen energy, making him a durable pressure piece.
  • PentestPete

    • 76 War_Hits, 622.94 Net_Score, 38 Cans, 11.117 activity
    • Massive investment and elite volume. One of the faction’s most committed war assets.
    • FairFight 1.82 is solid, though not top-end; contribution came from sheer scale and consistency.
  • JohnnyFlow

    • 65 War_Hits, 594.36 Net_Score, FairFight 1.88
    • Excellent offensive throughput and very strong overall scoring.
    • High E_Stolen and strong total contribution make him a cornerstone.
  • Jx_Lion

    • 57 War_Hits, 613.49 Net_Score, 18 Cans, 9 assists
    • Excellent utility profile: strong hits, good support, and high engagement.
    • One of the most well-rounded fighters in the roster.
  • WaterWytch

    • 37 War_Hits, 336.55 Net_Score
    • Very clean contribution with low visible downside.
    • Good support output and solid hit volume.
  • MiiLKY

    • 42 War_Hits, 571.33 Net_Score
    • Strong offensive contribution and meaningful enemy pressure.
    • Despite waste, still produced major value.

Best efficiency / high FairFight performers

These members stand out for strong conversion quality:

  • IMEZIFairFight 1.81, excellent score and impact
  • PentestPete1.82, very strong under heavy volume
  • MiiLKY2.57, strong efficiency
  • l3luntrauma2.37, excellent all-around war performance
  • Togdish1.93, high output with strong value
  • 0vni1.76, strong two-way production
  • Woodzy2.51, very strong efficiency on 51 war hits
  • Chapstick — though lower raw hits, high support investment with strong team utility
  • DivineFlux1.29 is not elite, but the best value here comes from the high E_Stolen profile relative to output

Strong team utility / support contributors

These members did not always lead in hits, but added meaningful team value via assists, investment, or battlefield pressure:

  • Chapstick — 21 assists, 7 boosters, solid war utility
  • Battenhall — 5 assists, 2 cans, strong all-round volume
  • Peaches — 8 assists, 20 cans, 3 boosters: extremely committed support role
  • sfcHunt25 — 14 boosters, strong activity and decent hit production
  • Wholly invested frontliners like Togdish, 0vni, l3luntrauma, Battenhall were major force multipliers

“Unbeatable” / high E_Stolen pressure pieces

Members that forced the enemy to spend energy or struggled to be handled efficiently:

  • Peaches100 E_Stolen
  • IMEZI125 E_Stolen
  • Jx_Lion75 E_Stolen
  • MiiLKY50 E_Stolen
  • Aleara75 E_Stolen
  • WaterWytch150 E_Stolen
  • tanweer_5075 E_Stolen
  • Togdish25 E_Stolen, decent pressure
  • Chromehomie50 E_Stolen
  • Woodzy75 E_Stolen

4) Individual Highlights — Negative Performers

Major points drains / high inefficiency

These members reduced faction efficiency through poor output, waste, or failure to convert presence into value.

  • Zigxzap

    • Very high burden profile: 6 boosters, 6 cans, 4 refills, but only 1 War_Hit
    • Negative Net_Score (-23.32) and poor conversion
    • This is one of the clearest resource-to-impact failures in the roster.
  • Izayuh

    • 15 hospitalizations, 0 War_Hits, -60.15 Net_Score
    • Major downtime with essentially no offensive return.
    • Strongest example of a pure drain.
  • Mr-Nasty

    • 15 hospitalizations, 0 War_Hits, -42.18 Net_Score
    • No war impact and substantial vulnerability.
  • Peaches

    • While a top performer overall, the negative side is 19 hospitalizations and 1 mugged
    • Not a failure, but a very costly frontline role.
  • MiiLKY

    • 75 E_Wasted is extremely high
    • Despite strong production, the waste level was a strategic liability.
  • PentestPete

    • Enormous contribution, but 75 E_Wasted indicates a lot of inefficient attacking
    • Needs tighter hit selection and better chaining discipline.
  • JohnnyFlow

    • Strong performer, but 25 E_Wasted is still a notable cost
    • High-volume attackers must be more selective.
  • Leas

    • 8.808 activity, 0 War_Hits
    • High activity, zero direct impact: a major efficiency problem.
  • snerge

    • 0 war hits, 0 non-war hits, no material output
    • Essentially no measurable contribution.
  • DeanRoth

    • 0 war hits and negative Net_Score context
    • No offensive output to justify presence.
  • xXY-O-U-C-3-FXx

    • 0 war hits, 0 non-war hits, minimal effect
    • Non-contributor.
  • Ramahenina

    • 0 hits, 10+ activity, no impact
    • Another example of activity not translating into war value.

5) Additional Observations

  • The faction relied heavily on a small elite core: IMEZI, PentestPete, JohnnyFlow, Jx_Lion, MiiLKY, WaterWytch, l3luntrauma, Battenhall, and 0vni.
  • Support roles mattered. Members with high assists and investment, even when not top hitters, added meaningful war control.
  • High activity alone is not useful. Several members were active but generated no war value.
  • The roster contains both highly efficient specialists and costly volume attackers, which implies the team needs better assignment of roles:
    • high-volume hitters should be tasked with coordinated chains
    • support/investment members should be positioned to enable clean finishes
    • low-output active members need clearer war instructions or reduced responsibility

Bottom Line

This was a successful but uneven war performance. The faction’s top players delivered excellent output and strong pressure, but overall efficiency was suppressed by:

  • excessive energy waste
  • a number of high-activity, low-impact members
  • several members with clear negative Net_Score and poor conversion
  • inconsistent finishing discipline

If the faction wants to improve future war results, the biggest gains will come from:

  1. reducing E_Wasted among top volume hitters,
  2. enforcing war-role discipline for low-impact actives,
  3. prioritizing coordinated finishing over isolated hits,
  4. and maintaining the strong investment profile shown by the best performers.