Replay
  • HumanDef
vs
Game length
00:01:46
Patch
1.29
Downloads
73
Turtle Rock
Game
1v1 on patch 1.29 (build 6060)
File
.w3g
Uploaded
May 16, 2018 by x3-DemoN
Game breakdown

Def (MaGoTopUD)

137 APM

Units

  • Peasant3

Buildings

  • Farm1
  • Altar of Kings1

Control groups

Group 13
Set 6 2
Used 13 17
Actions by type
Right clicks
30
Selections
11
Control group selections
30
Control groups set
8
Build and train orders
6
Abilities
0
Basic commands
0
Item uses
0
Subgroup switches
0
Units removed from queue
0
Escape presses
0

Cash (Stormhoof)

289 APM

Units

  • Peon5

Buildings

  • Altar of Storms1
  • Orc Burrow1
  • Barracks1

Control groups

Group 347
Set 2 12 1
Used 6 49 52
Actions by type
Right clicks
57
Selections
22
Control group selections
107
Control groups set
15
Build and train orders
13
Abilities
0
Basic commands
0
Item uses
0
Subgroup switches
0
Units removed from queue
0
Escape presses
0

Timeline

Human
485

Hover icons for details · click to select an action

Cumulative gold spend and replay actions 0 0:00 224 0:26 448 0:53 671 1:19 895 1:46
Army0
Economy225
Production180
Technology0
Support80
Orc
895

Hover icons for details · click to select an action

Cumulative gold spend and replay actions 0 0:00 224 0:26 448 0:53 671 1:19 895 1:46
Army0
Economy375
Production360
Technology0
Support160
1:46 / 1:46
Advanced

Cumulative actions, not surviving units, except that summons drop out when their duration ends. Unknown values are excluded; cancellations do not subtract.

About these charts

Totals accumulate when actions occur. They don’t confirm completion or subtract deaths, cancellations, or refunds.

Summons count from when their owner first selected them, so they appear a little after the cast and some may be missing. Their stats come off after the spell’s duration, an approximation that ignores summons killed early.

Combat uses base unit and building stats, without upgrades, buffs, or abilities. Missing actions or stats can make totals incomplete.

Army
Units other than workers.
Economy
Workers and town halls.
Production
Buildings that produce units.
Technology
Research and tier upgrades.
Support
Supply, shops, defenses, and other buildings.

Spending shows investment, not surviving forces or strategic quality.

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