Match history — match detail
biggest overkill: Parz1val (127 dmg) · airborne kills: 19 · gutsiest kill: Ampjunkie (4 HP)
Match verdict: Parz1val's seven-kill spree from 3:41 to 7:49 created a margin nobody restored to competitive range. Sixteen Shock Combo kills and superior survival preserved control through every counterattack; he won 30:7 over Deckrat.
Humans vs bots
The war of the camps: how many kills fell between humans and bots in each direction. Reveals who really won the war of species. best human Parz1val (31 kills) vs best bot Ampjunkie (13 kills).
Undisputed MVP: Parz1val for 30 points, a seven-kill spree, thirteen revenge kills and the longest shot. Deckrat gets best spree-breaker, Ampjunkie first blood plus self-destructive Redeemer theater, and the late pair credit for turning the final minutes into traffic.
Shock Combo rule: Parz1val conquers DM-Deck with 30
Ampjunkie lit the fuse, Deckrat kept cutting at the favorite, but Parz1val turned DM-Deck into a laboratory for precise Shock Combos.
DM-Deck opened without a warm-up and Ampjunkie reported for duty after only five seconds, dropping Deckrat with the Link Gun for the authoritative first blood. Three seconds later he dissolved in slime; Deckrat answered at 0:17, then fell into the same green trap at 0:20. The early table shifted twice, and for a moment the map itself looked more dangerous than the arsenal. Parz1val entered the scoring at 0:33 with a Shock Combo on Ampjunkie. It was not merely his first point, but the start of a controlled dismantling that would eventually carry him all the way to the 30-point limit.
A slippery opening and the favorite takes over
Ampjunkie owned the first moment, but his lead lasted only three seconds before the slime collected him. Deckrat countered, then erased his own gain in the same hazard. Parz1val scored at 0:33, used the environment on Deckrat at 1:29, added another Shock Combo at 1:49 and landed a 34.6-meter Sniper Rifle headshot at 2:18. At 4:0, the first real gap had appeared.
Deckrat interrupted him with the Shock Rifle at 2:52. Ten seconds later Ampjunkie fired the Redeemer, killed Parz1val and himself, and demonstrated the shortest possible celebration. Parz1val returned at 3:41 and began the match's longest spree. Shock Rifle fire, three Shock Combos and further precise finishes moved him from five to eleven. The seven-kill run lasted until 7:49, when Deckrat ended it with a 45.3-meter Sniper Rifle headshot.
Seven kills and a storm of blue energy
From 3:41 to 7:49 Parz1val controlled the accounting of every encounter. Deckrat suffered most, while Ampjunkie absorbed Shock Combos from 27.2, 35.9 and 36.9 meters. When the spree ended, Parz1val stood on eleven, Deckrat on zero and Ampjunkie on one. Deckrat's intervention mattered because the pair produced 17 mutual kills, the busiest rivalry of the match.
Parz1val immediately resumed with the Enforcer and Rocket Launcher to reach thirteen. Ampjunkie slowed him at 9:18, but the leader took three more kills between 10:37 and 11:21. After another Shock Combo at 13:01, the arena fell silent for 88 seconds, the longest pause of the match. It was the rare interval in which DM-Deck appeared to remember that corridors can also be used for walking.
Point twenty, a double kill and new hunters
Parz1val returned at 14:29 by sending Deckrat into slime, then hit Ampjunkie with a Shock Combo three seconds later. The sequence was his only Double Kill and brought point number twenty. Deckrat answered with the Sniper Rifle at 16:03. Eleven seconds later came a strange rocket ledger: Parz1val killed both himself and Deckrat, so the subtraction and addition left him on 21. Sixteen of his 31 kills ultimately came from Shock Combos, at an average kill distance of 22.6 meters.
The field became crowded after minute seventeen. Zamerovac entered the exchanges, answered Parz1val with a Rocket Launcher at 17:32 and added a Shock Combo at 18:08. Ironguard appeared with a Flak Cannon kill and later took Parz1val twice, including a 47.6-meter Stinger shot. These attacks stirred the middle of the table but never threatened the lead. Parz1val held 24 to 25 while the others traded positions behind him.
Eleven kills in one minute and the final signature
The 22nd minute became a compression chamber with eleven kills, the busiest minute recorded. Deckrat dropped Zamerovac with the Flak Cannon and Ironguard with the Rocket Launcher for a Double Kill and six points. Parz1val stopped him at 21:06 with the Sniper Rifle to reach 26. Then Zamerovac, Ironguard, Ampjunkie and Deckrat rotated through close-range flak, rockets, Redeemer damage and another slime penalty.
Parz1val did not need to join the panic. He took Zamerovac at 21:49 for point 27, then delivered the match's calling card: a 50.9-meter Shock Combo on Ironguard at 22:17, the longest kill of the night. Ironguard still found Zamerovac, but the leader was closing the file. Shock Combos on Ironguard at 22:30 and 22:44 produced points 29 and 30. Target, detonation, final score.
Match moments
- Ampjunkie claimed first blood after five seconds with the Link Gun on Deckrat.
- Parz1val built a seven-kill spree from 3:41 to 7:49 before Deckrat ended it.
- Parz1val's Double Kill at 14:32 also carried him to 20 points.
- The longest quiet spell lasted 88 seconds after the kill at 13:01.
- Deckrat earned a Double Kill at 21:03 against Zamerovac and Ironguard.
- The 22nd minute produced a match-high eleven kills.
- Parz1val's 50.9-meter Shock Combo on Ironguard was the longest kill.
- Parz1val closed the match 30:7 with three late kills.
The final 30:7 resembles routine paperwork, but the route was full of slime, self-kills, Redeemers, quick revenge and a furious ending. Parz1val recorded 31 kills, one suicide and the longest seven-kill spree. Deckrat killed him four times and was the only player to halt that best run. Ampjunkie supplied first blood and nuclear comedy, while Zamerovac and Ironguard accelerated the final third. The decisive difference remained clear: Parz1val averaged 105 seconds per life, scored thirteen revenge kills and used the Shock Combo as if DM-Deck had been wired specifically for him.
Score progression
Score progression of all players during the match, kill by kill. Crossing lines are lead changes. Player scores over time — click a name in the legend to toggle, drag to zoom. Vertical lines mark lead changes.
After two early lead changes, the score graph opened rapidly in Parz1val's favor. His seven-kill spree created a margin that opponents only reduced locally; the transition from 20 to 24 and the final push from 26 to 30 settled it.
Match pace
Kills in each minute of this match. Peaks are the wildest moments of the game.
The first two thirds alternated two-to-four-kill minutes with quieter stretches, including an 88-second gap after 13:01. The peak arrived in minute 22 with eleven kills; minute 21 already had seven, making the finish much faster than the middle phase.
Kill distances
Kills of this match broken down by shooter-to-victim distance in 5-metre steps. Shows whether the fights were close-quarters or long-range.
Who killed when
Heatmap of player kills per match minute. A darker cell means more kills in that minute.
Ampjunkie sparked the opening, but Parz1val controlled the major phases from 0:33 through his twentieth point. Zamerovac and Ironguard energized the finish, yet the leader also owned the closing run.
| # | Player | Score | Kills | Deaths | Suic. | Eff | HS | Dmg+ | Dmg− | Spree | Multi | Favorite weapon | Assists | Ping | km | Items | TTK | Range | Air | Back | Time | Ø life |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 30 | 31 | 12 | 1 | 72% | 2 | 5402 | 3883 | 7 | Double Kill | Shock Rifle | 4 | 43 | 7,9 | 25 | 18,72 s | ~21 m | 29 | 4 | 22:45 | 1:45 | |
| 2 | B Deckrat | 7 | 12 | 26 | 5 | 32% | 1 | 2508 | 4618 | 2 | Double Kill | Flak Cannon | 6 | — | 7,1 | 14 | 65,54 s | ~18 m | 38 | 6 | 22:43 | 0:50 |
| 3 | B Zamerovac | 6 | 9 | 11 | 3 | 45% | 0 | 1610 | 1844 | 3 | Flak Cannon | 4 | — | 2,1 | 4 | 19,17 s | ~12 m | 40 | 6 | 7:22 | 0:36 | |
| 4 | B Ampjunkie | 4 | 13 | 26 | 9 | 33% | 0 | 3219 | 5009 | 4 | Redeemer | 8 | — | 7,3 | 17 | 26,69 s | ~16 m | 61 | 14 | 22:45 | 0:50 | |
| 5 | B Ironguard | 4 | 5 | 14 | 1 | 26% | 0 | 842 | 1703 | 1 | Enforcer | 1 | — | 1,5 | 1 | 33,24 s | ~17 m | 12 | 5 | 5:16 | 0:21 |
Weapon economy
| Weapon | Hits | Dmg | Dmg / hit | Time held |
|---|---|---|---|---|
| Shock Rifle | 69 | 4 854 | 70,3 | 24:26 |
| Rocket Launcher | 46 | 2 493 | 54,2 | 18:40 |
| Flak Cannon | 64 | 1 426 | 22,3 | 10:18 |
| Sniper Rifle | 17 | 1 470 | 86,5 | 9:18 |
| Enforcer | 43 | 860 | 20,0 | 7:28 |
| Link Gun | 73 | 635 | 8,7 | 5:06 |
| Bio Rifle | 8 | 273 | 34,1 | 4:28 |
| Stinger | 32 | 568 | 17,8 | 3:24 |
| Redeemer | 14 | 996 | 71,1 | 0:50 |
| Impact Hammer | 0 | 0 | — | 0:28 |
Weapon efficiency from telemetry: accurate hits, damage dealt and the time players actually held each weapon. Columns show each player's share of time with the weapons.
Kill map (top-down)
Top-down map with dots at death locations — the light grey layer is the map outline assembled from kills of all matches ever played on it. Clusters show where the match was fought hardest. Each dot is a death location — clusters show where most dying happened. Click a name in the legend for one player's kills.
The fight mixed sub-ten-meter flak collisions with longer Shock and sniper corridors. Parz1val's 50.9-meter Shock Combo was the extreme, while Zamerovac averaged only six meters per kill.
Kill density (heatmap)
The same map as a grid — the darkest zones had the most kills. The arena's hot spots.