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Compute the best Fantasy team (or try to do so..)

Blogs > Gonozal
Post a Reply
Gonozal
Profile Blog Joined March 2006
Germany320 Posts
Last Edited: 2011-06-21 14:24:07
June 21 2011 14:10 GMT
#1
Hey folks.

After i saw the GSTL Fantasy news on TL i started to think about my team. I was a big fan of Fantasy SPL and so it was natural to me to do so.
But after some thoughts i recognize i got no real clue about the korean sc2 scene cuz im too much focused on the non-korean.
So i tried to calculate me a team which should be kinda okay.

Algorithm behind it

Okay, im physicist and no computer sciencist. I thought about using the Greedy Algorithm but i think its not that good (ill give you an example afterwards).
After that i decided to use brute force. I'll just compute the excellence of every possible team and take the best.

You may recognize that taking 8 out of 170 wont be calculateable. Yeah. I recognized it as well. So i decided just to take 50 Players into my calculation for the mainteam.

I even thought about machine learning. But in the end – im no computer scienciest and too lazy too read through all those c++ libarys.

How to estimate a players value?

Okay this is the main problem here. I just took the easiest possible way – the TLPD ELO.

Advantages
It should descirbe a players value quite good
Its easy to get

Disadvantages

No synergies for the team
Unrated players like Naniwa, Thorzain...

Which players are in the calculation?

Every Player with no ELO gets 1700 ELO. I know its dumb – but what else?
+ Show Spoiler +

Name V ELO
Bomber 9 2264
Polt 8 2256
NesTea 8 2226
TheStC 2 2196
MVP 9 2195
MC 9 2193
aLive 7 2193
Alicia 5 2183
sC 7 2172
DongRaeGu 8 2160
TOP 5 2153
LosirA 8 2121
NaDa 4 2118
MMA 10 2115
GuMiho 4 2106
Ryung 6 2102
MarineKing 8 2100
Byun 4 2099
Curious 4 2095
InCa 4 2087
July 5 2080
Younghwa 3 2080
Maka 4 2076
ViOlet 2 2075
RevivaL 3 2073
SuperNoVa 3 2067
Keen 3 2066
Yong 1 2065
Tails 2 2063
Anypro 3 2059
CoCa 2 2055
Cezanne 1 2054
GanZi 5 2052
Zenio 5 2049
Leenock 6 2047
Tassadar 2 2046
Min 4 2045
Killer 5 2041
Squirtle 4 2039
Trickster 6 2036
Lyn 5 2036
FruitDealer 4 2036
Taeja 2 2036
Smart 1 2036
RainBOw 3 2035
HuK 1 2035
Terious 1 2030
San 5 2026
Line 4 2022
Creator 1 2019
Hyperdub 1 2017
BoxeR 2 2014
HongUn 4 2011
Seed 3 2008
Choya 3 2007
Hack 1 2007
Puzzle 2 2001
Ensnare 2 2001
TheBest 2 1998
BBoongBBoong 1 1998
JookTo 1 1996
Golden 1 1996
Jjakji 2 1994
Clide 4 1993
August 2 1989
Virus 3 1987
YuGiOh 2 1987
GuineaPig 5 1986
Max 1 1985
Moon 4 1984
Noblesse 2 1984
Jinro 1 1984
Jjun 1 1976
LittleBoy 1 1975
Genius 4 1973
Kyrix 3 1966
Check 3 1965
TheWinD 1 1961
Hero 1 1953
BBi 1 1951
Monster 1 1950
Yoda 2 1948
Banbanssu 2 1948
Frozen 3 1947
Ace 2 1940
TRUE 1 1938
Hannibal 1 1924
Sound 1 1920
Lotze 2 1905
Tankboy 1 1905
Junwi 2 1869
ThorZaIN 4 1700
NaNiwa 4 1700
AnnYeong 1.0 1700
Twilight 3 1700
Sheth 3 1700
Sage 3 1700
Qxc 2 1700
PuMa 2 1700
MOoNan 2 1700
Lucky 2 1700
HwangSin 2 1700
yCh 1 1700
Wolf 1 1700
Weekend 1 1700
Vines 1 1700
Vampire 1 1700
TopClass 1 1700
Tiger 1 1700
Tiffany 1 1700
Tgun 1 1700
Special 1 1700
SocceR 1 1700
Sniper 1 1700
SLoG 1 1700
Sleep 1 1700
Sirius 1 1700
SiaZenith 1 1700
Shuttle 1 1700
ShinefOu 1 1700
Seal 1 1700
Sculp 1 1700
Ready 1 1700
Parting 1 1700
ParalyzE 1 1700
OpTiKzErO 1 1700
Nuclear 1 1700
Naya 1 1700
NalZa 1 1700
Milz 1 1700
Maru 1 1700
Lure 1 1700
Lots 1 1700
Life 1 1700
Libero 1 1700
Kuma 1 1700
Keeping 1 1700
kasyu 1 1700
Jys 1 1700
J 1 1700
Issue 1 1700
Imori 1 1700
IMHappy 1 1700
IceCream 1 1700
Horror 1 1700
Heart 1 1700
Ggod 1 1700
Gerrard 1 1700
Gambler 1 1700
Galaxy 1 1700
FreeSaGa 1 1700
Finale 1 1700
Filthy 1 1700
Fake 1 1700
Fairy 1 1700
Drughead 1 1700
Dreamertt 1 1700
Dream 1 1700
Daisy 1 1700
Cutter 1 1700
Crane 1 1700
COre 1 1700
ClassicPrime 1 1700
Cella 1 1700
Carmel 1 1700
Brown 1 1700
Aya 1 1700
Avenge 1 1700
Artist 1 1700
Anthony 1 1700


Okay – whats the result?

Yeah.. The result depends on how many points you throw in. I took 30 cuz i want to take either ST or Slayers as my team. So i get:
Name V ELO
(T)Bomber 9 2264
(T)Polt 8 2256
(T)TheStC 2 2196
(P)Alicia 5 2183
(Z)viOlet 2 2075
(P)Young 1 2065
(P)Tails 2 2063
(T)Cezanne 1 2036

Sum 30 17156

Which is pretty okay. There are some other possible selections which are not that bad at all. E.g if you want HuK in it:

(T)Bomber
(T)Polt
(T)TheStC
(P)Alicia
(P)Younghwa
(P)Yong
(T)Cezanne
(P)HuK

sum 30 17134

But thats not allowed cuz you got no zerg in it.

Antiteam

Okay the Antiteam is a problem. If you take all guys in to the calculation (remember, unranked get 1700!) you get:

(R)GuineaPig
(P)NaNiwa
(T)ThorZaIN

So you may threw the unranked Players out then you get:

(T)MMA
(P)Lotze
(Z)Junwi

But i honestly dont know how good this is.


Beeing Greedy

Yeah. I did the greedy thing for 32 Points for your Players (so u get 4 for your Team). If you take less, there wont be good solutions.

Greedy:

(T)Bomber 9 2264
(T)Polt 8 2256
(Z)NesTea 8 2226
(T)TheStC 2 2196
(Z)viOlet 2 2075
(P)Yong 1 2065
(T)Cezanne 1 2054
(P)Smart 1 2036

Sum 32 17172

You can compare that one to the solution the bruteforce thing throws out:

(T)Bomber 9 2264
(T)Polt 8 2256
(T)TheStC 2 2196
(P)Alicia 5 2183
(T)NaDa 4 2118
(Z)viOlet 2 2075
(P)Yong 1 2065
(T)Cezanne 1 2054

Sum 32 17211

As you may recognize they are quite familiar (but you get Nada with 32 and bruteforce – wuhu!)
Further points?

The most important missing feature is the including of teams. I thought about adding the Team ELOs as well.
Then ill loop over the Teams as well and the Players value is TEAMELO x OWNELO.

Or maybe just for the team ill choose? At least i think there could be some improvements.



So after i wrote so many things down I want to apologize for my english. Im no native speaker and i know i do a lot of mistakes even if i dont want to. Sorry for that.

Furthermore i would LOVE to have your feedback. It would be cool if you could suggest better ideas to get a value for each player.

****
aka NacktNasenWombi
Mattchew
Profile Blog Joined December 2010
United States5684 Posts
June 21 2011 14:39 GMT
#2
Value the players based on when they are playing for instance some teams dont play until weeks 3, 4, 5 and 6... their players waste roster spots and acquire no points until they finally play. Maybe a breakdown of the most efficient ELO vs week by week trading to have the most possible players playing
There is always tomorrow nshs.seal.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
June 21 2011 17:02 GMT
#3
Wow i didn't notice you wern't natively speaking english, definitely no need for an apology

man its times like these i wish id put much more thought into it
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
June 21 2011 17:11 GMT
#4
Fellow physicist here.

Your assumptions are a bit off, IMO.

1.) the only reasonable value for unranked players in terms of Elo is 2000. 1700 is really arbitrary and it's pretty much impossible to be that low anyway (do you know how Elo works?)

If you adjust the unranked players to 2000 (because their performance is relatively unknown in Korea) you'll fare better.

Also, it might be useful to use a rule of thumb to correct Thorzain's and Naniwa's Elo using their foreign Elo, since there are stats for that (I believe)

2.) Your main team needs to weigh Elo vs points (as does your anti). So it probably would be good to have an Elo/cost rating, and then match it up with total cost and Elo. This allows you to decide whether you want a bunch of mediocre-strong players or one/two very very good players and a bunch of lower ranked players.

3.) you need to add in the team's value somehow as well. For example, a low ranked player will most likely be pulling in points solely on the performance of his/her team. Since I think SlayerS performs better than oGs in TL, I'd rather have Cella over Cezanne, for example.

4.) your anti needs players with high cost but low relative Elo. You want the exact opposite of your anti. thus, MMA might kill your team because he's likely to rack up kills and streak breaks. IMO it may be better to get 2 mediocres and a weak or 3 mediocres or something like that.
Gnial
Profile Blog Joined July 2010
Canada907 Posts
Last Edited: 2011-06-21 20:00:59
June 21 2011 19:52 GMT
#5
At the end of the day this kind of analysis proves somewhat useless (edit: maybe not useless, but extremely difficult to do in any way that takes all the important stuff into consideration) for several reasons:

1. Having a schedule, along with the ability to trade, has a great deal of implications for player value. Having bomber for 5 games may not be nearly as good as, say, some combination of MVP and MKP over 7 or 8 games - even though their ELO is lower. I spent entirely too long procrastinating work, instead figuring out which team combinations will allow for the most player games, with the fewest number of trades, while maximizing the easiest/hardest matchups. (Hard matchups good for strong players since they are more likely to have to play, easy matchups good for weak players) At the end of it all I had to make several potentially fatal assumptions just to ensure my entire week wasn't consumed.

2. It does not consider how often a player is likely to be played. This would, presumably, be a function of the difficulty of the match-up, the quality of the rest of his own team roster, etc. Some teams have more difficult schedules than others, so you would expect the top players on those teams to play more. A team like IM, for instance, plays a LOT of easy matchups and so it would be unlikely for a player like Nestea or MVP to even get to play in most games since they will be 4-1 and 4-2 a lot.

3. The corrections suggested by wherebugsgo are important too and after reading his I had to delete a few of mine, haha.
1, eh? 2, eh? 3, eh?
Primadog
Profile Blog Joined April 2010
United States4411 Posts
June 21 2011 21:01 GMT
#6
Relevant to my interests and I am working on a similar guide for Fantasy GSTL. Here's a note regarding the anti-team.

Because of the scheduling and trade-rules, there's an unique, optimal solution for the antiteam.

Team F.United does not play week 1-5, which means their players (Moon-5, Lyn-5, Thorzain-4, Naniwa-4, Soccer-1) will not incur a single point for those weeks. Therefore, the optimal solution for a -13 point antiteam are Lyn, Thorzain, Naniwa.

Since the trade-rule stipulate that you can only trade one antiteam a week, simply swap the players out for an underperforming player or FXO player (whom won't player week 6-10) as you approach week 6.
Thank God and gunrun.
Gnial
Profile Blog Joined July 2010
Canada907 Posts
Last Edited: 2011-06-21 21:05:28
June 21 2011 21:03 GMT
#7
On June 22 2011 06:01 Primadog wrote:
Relevant to my interests and I am working on a similar guide for Fantasy GSTL. Here's a note regarding the anti-team.

Because of the scheduling and trade-rules, there's an unique, optimal solution for the antiteam.

Team F.United does not play week 1-5, which means their players (Moon-5, Lyn-5, Thorzain-4, Naniwa-4, Soccer-1) will not incur a single point for those weeks. Therefore, the optimal solution for a -13 point antiteam are Lyn, Thorzain, Naniwa.

Since the trade-rule stipulate that you can only trade one antiteam a week, simply swap the players out for an underperforming player or FXO player (whom won't player week 6-10) as you approach week 6.


That may not actually be optimal, since you are guaranteed to lose 3 points from the trades, and you still end up with at least 3 player matches being played. Also, there is no guarantee that there will be 3 eligible people to trade for if everyone on the other team is ranked too low.

edit. I better not say too much though because I may give away my advantage
1, eh? 2, eh? 3, eh?
Primadog
Profile Blog Joined April 2010
United States4411 Posts
June 21 2011 21:16 GMT
#8
On June 22 2011 06:03 Gnial wrote:
Show nested quote +
On June 22 2011 06:01 Primadog wrote:
Relevant to my interests and I am working on a similar guide for Fantasy GSTL. Here's a note regarding the anti-team.

Because of the scheduling and trade-rules, there's an unique, optimal solution for the antiteam.

Team F.United does not play week 1-5, which means their players (Moon-5, Lyn-5, Thorzain-4, Naniwa-4, Soccer-1) will not incur a single point for those weeks. Therefore, the optimal solution for a -13 point antiteam are Lyn, Thorzain, Naniwa.

Since the trade-rule stipulate that you can only trade one antiteam a week, simply swap the players out for an underperforming player or FXO player (whom won't player week 6-10) as you approach week 6.


That may not actually be optimal, since you are guaranteed to lose 3 points from the trades, and you still end up with at least 3 player matches being played. Also, there is no guarantee that there will be 3 eligible people to trade for if everyone on the other team is ranked too low.

edit. I better not say too much though because I may give away my advantage


You lose resource points (which I prefer as [image loading]), not scoring points. It's the optimal solution in that you cannot find a better solution without relying on contingencies.
Thank God and gunrun.
Gnial
Profile Blog Joined July 2010
Canada907 Posts
Last Edited: 2011-06-21 21:55:15
June 21 2011 21:51 GMT
#9
On June 22 2011 06:16 Primadog wrote:
Show nested quote +
On June 22 2011 06:03 Gnial wrote:
On June 22 2011 06:01 Primadog wrote:
Relevant to my interests and I am working on a similar guide for Fantasy GSTL. Here's a note regarding the anti-team.

Because of the scheduling and trade-rules, there's an unique, optimal solution for the antiteam.

Team F.United does not play week 1-5, which means their players (Moon-5, Lyn-5, Thorzain-4, Naniwa-4, Soccer-1) will not incur a single point for those weeks. Therefore, the optimal solution for a -13 point antiteam are Lyn, Thorzain, Naniwa.

Since the trade-rule stipulate that you can only trade one antiteam a week, simply swap the players out for an underperforming player or FXO player (whom won't player week 6-10) as you approach week 6.


That may not actually be optimal, since you are guaranteed to lose 3 points from the trades, and you still end up with at least 3 player matches being played. Also, there is no guarantee that there will be 3 eligible people to trade for if everyone on the other team is ranked too low.

edit. I better not say too much though because I may give away my advantage


You lose resource points (which I prefer as [image loading]), not scoring points. It's the optimal solution in that you cannot find a better solution without relying on contingencies.



I'll definitely have to look more into this distinction between resource points and scoring points...

edit. Upon looking into it, I believe you made an error. There is a score tax of 1 against your score for each trade you make. Read the bottom line of the "Scoring" explanation.

You do have to rely on contingencies in that you still rely on 3 player games, and you have to rely on FXO players appreciating in value, and F.U players depreciating in value, in such a way that allows you to actually make the trades, since you can't trade a player for a player of lesser value for the anti-team.

You missed the first step of optimization - looking into the mechanics
1, eh? 2, eh? 3, eh?
Gonozal
Profile Blog Joined March 2006
Germany320 Posts
June 21 2011 22:04 GMT
#10
On June 22 2011 02:11 wherebugsgo wrote:
Fellow physicist here.

Your assumptions are a bit off, IMO.

1.) the only reasonable value for unranked players in terms of Elo is 2000. 1700 is really arbitrary and it's pretty much impossible to be that low anyway (do you know how Elo works?)

If you adjust the unranked players to 2000 (because their performance is relatively unknown in Korea) you'll fare better.

Also, it might be useful to use a rule of thumb to correct Thorzain's and Naniwa's Elo using their foreign Elo, since there are stats for that (I believe)

2.) Your main team needs to weigh Elo vs points (as does your anti). So it probably would be good to have an Elo/cost rating, and then match it up with total cost and Elo. This allows you to decide whether you want a bunch of mediocre-strong players or one/two very very good players and a bunch of lower ranked players.

3.) you need to add in the team's value somehow as well. For example, a low ranked player will most likely be pulling in points solely on the performance of his/her team. Since I think SlayerS performs better than oGs in TL, I'd rather have Cella over Cezanne, for example.

4.) your anti needs players with high cost but low relative Elo. You want the exact opposite of your anti. thus, MMA might kill your team because he's likely to rack up kills and streak breaks. IMO it may be better to get 2 mediocres and a weak or 3 mediocres or something like that.



Good Points.

1) If you put them to 2000 you the bruteforce will most likely take a cheap 1 point guy. 1700 is much more arbitary then 2000 - yeah. But im not sure if 2000 is good?

2) If you put in just the weighten ELO it will totally fail. A 2000 ELO, 1Point guy would have a weightend ELO of 2000. Bomber and so would have much less. In the end you may maximize both or so?

3) Yeah i pointed out the team value in my first point. I'll think about it.

4) The Antiteam is not good. I recognized it at the start. You are prefectly right.

In the end its all about a (or 2?) value function. There you can put in like a few aspects:

ELO
Weightend ELO
Teams ELO
Probability of playing

Its sad that there is no Sc2 Powerrank - which would be quite good.

It could be something like

V = E * T * C * A

With
V = Value
E = Players ELO
T = Team ELO
C = Teamsynergy, 1,X if it is on your chosen team 1 if it isnt
A = Chance of appereance (however you would calculate that one..)
aka NacktNasenWombi
yoshi_yoshi
Profile Joined January 2010
United States440 Posts
June 21 2011 22:53 GMT
#11
This is interesting but the team factor matters a lot when determining a player's value, because of the point that a player gets for showing up.

Each team will send out 4 players, so usually the top 3 players will always be sent out, the 4th player will be sent out most of the time, the 5th player some, and the rest get scraps.

So there's a big dropoff from 3rd to 4th, from 4th to 5th, which varies widely depending on what team you are on. But this is still something that you can estimate using the ELO ratings on each team.
Primadog
Profile Blog Joined April 2010
United States4411 Posts
Last Edited: 2011-06-22 01:39:09
June 21 2011 23:23 GMT
#12
On June 22 2011 07:53 yoshi_yoshi wrote:
This is interesting but the team factor matters a lot when determining a player's value, because of the point that a player gets for showing up.

Each team will send out 4 players, so usually the top 3 players will always be sent out, the 4th player will be sent out most of the time, the 5th player some, and the rest get scraps.

So there's a big dropoff from 3rd to 4th, from 4th to 5th, which varies widely depending on what team you are on. But this is still something that you can estimate using the ELO ratings on each team.


To further elaborate on that, there's 170 players in the Fantasy draft list, some teams more players than others:
  • [image loading] SlayerS - 22 players, 51[image loading]
    + Show Spoiler +
    • 9[image loading] (T)MMA
    • 6[image loading] (T)Ryung
    • 5[image loading] (P)Alicia (T)GanZi
    • 4[image loading] (Z)Min
    • 3[image loading] (T)FrOzen
    • 2[image loading] (T)Taeja (Z)YuGiOh (T)BoxeR
    • 1[image loading] (P)Brown (Z)Cella (Z)Drughead (Z)Fairy (Z)Gambler (P)Golden (T)Jys (P)Kuma (T)Lots (T)Milz (Z)Sleep (Z)Special (P)Tiffany
  • [image loading] Incredible Miracle - 13 players, 41[image loading]
    + Show Spoiler +
    • 9[image loading] (T)mvp
    • 8[image loading] (T)LosirA (Z)NesTea
    • 3[image loading] (P)Younghwa (P)Seed
    • 2[image loading] (Z)Junwi (P)YoDa
    • 1[image loading] (P)BBi (T)dreamertt (Z)HorroR (T)IMHappy (P)Ready (Z)True
  • [image loading] StarTale - 13 players, 37[image loading]
    + Show Spoiler +
    • 9[image loading] (T)Bomber
    • 5[image loading] (Z)July
    • 4[image loading] (Z)Curious (P)Squirtle
    • 3[image loading] (P)RainBOw (P)Virus
    • 2[image loading] (Z)Ace (T)August
    • 1[image loading] (P)max (Z)Parting (T)Sound (P)Tiger (Z)Ych
  • [image loading] Team SCV Life - 9 players, 33[image loading]
    + Show Spoiler +
    • 7[image loading] (T)aLive
    • 6[image loading] (P)TesteR
    • 5[image loading] (Z)KiLLeR
    • 4[image loading] (Z)FruitDealer (T)Clide
    • 3[image loading] (Z)RevivaL
    • 2[image loading] (T)PuMa
    • 1[image loading] (T)Heart (P)Smart
  • [image loading] Old Generations - 19 players, 45[image loading]
    + Show Spoiler +
    • 9[image loading] (P)MC
    • 5[image loading] (T)TOP (Z)Zenio
    • 4[image loading] (P)InCa (T)NaDa
    • 3[image loading] (T)SuperNoVa
    • 2[image loading] (T)TheStC (T)Ensnare
    • 1[image loading] (P)Carmel (T)Cezanne (Z)hero (P)HuK (T)Hyperdub (Z)J (T)Jinro (Z)JookTo (T)LittleBoy (Z)TheWinD (P)Vines
  • [image loading] For Our Utopia - 16 players, 34[image loading]
    + Show Spoiler +
    • 7[image loading] (T)sC
    • 6[image loading] (Z)Leenock
    • 4[image loading] (T)GuMiho
    • 3[image loading] (P)Choya
    • 2[image loading] (T)TheBest (Z)Lucky
    • 1[image loading] (T)Artist (P)Crane (P)Imori (T)Nuclear (Z)Shine (Z)Sirius (Z)Terious (T)TopClass (P)Weekend (T)kasyu
  • [image loading] ZeNEX - 16 players, 26[image loading]
    + Show Spoiler +
    • 4[image loading] (Z)Line (T)Byun
    • 3[image loading] (Z)Kyrix
    • 2[image loading] (P)Puzzle (Z)CoCa
    • 1[image loading] (P)cOre (T)Cutter (P)FreeSaGa (T)Hack (T)IceCream (T)Issue (T)Jjun (Z)Life (Z)Naya (P)Paralyze (P)Yong
  • [image loading]
    MVP - 19 players, 39[image loading]
    + Show Spoiler +
    • 8[image loading] (Z)DongRaeGu
    • 5[image loading] (R)GuineaPig
    • 4[image loading] (T)Genius
    • 3[image loading] (T)Keen
    • 2[image loading] (P)Violet (T)Noblesse (P)HwangSin (P)Tails
    • 1[image loading] (P)Avenge (T)Aya (T)Dream (P)finale (T)Galaxy (P)Keeping (P)Lure (Z)Monster (P)NalZa (Z)Sniper (P)Vampire
  • [image loading]
    Prime - 17 players, 42[image loading]
    + Show Spoiler +
    • 8[image loading] (P)MarineKing (T)Polt
    • 4[image loading] (P)HongUn (T)Maka
    • 3[image loading] (P)anypro (Z)Check
    • 2[image loading] (P)Lotze
    • 1[image loading] (Z)AnnYeong (Z)BBoongBBoong (P)Classic (P)Creator (P)Daisy (Z)Gerrard (T)Hannibal (T)Libero (Z)Maru (P)Tankboy
  • [image loading] New Star HoSeo - 11 players, 20[image loading]
    + Show Spoiler +
    • 5[image loading] (P)San
    • 3[image loading] (P)Sage
    • 2[image loading] (P)Banbanssu (T)Jjakji (P)Tassadar
    • 1[image loading] (Z)Fake (P)ggod (T)sculp (Z)Seal (P)Shuttle (T)SiaZenith
  • [image loading] FXOpen - 10 players, 16[image loading]
    + Show Spoiler +
    • 3[image loading] (Z)Sheth (P)Twilight
    • 2[image loading] (T)mOoNan (T)qxc
    • 1[image loading] (P)Anthony (T)Filthy (P)OpTiKzErO (P)SLoG (Z)tgun (P)Wolf
  • [image loading] F.United - 5 players, 19[image loading]
    + Show Spoiler +
    • 5[image loading] (T)Lyn (Z)Moon
    • 4[image loading] (P)NaNiwa (T)ThorZaIN
    • 1[image loading] (P)SocceR


Thank God and gunrun.
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