7: Faster faster with your 1st wisp. Always build it before you even look at what towers you got. Nabo. had you beat by several seconds

You upgrade one BO to wolverine for 5. So far so good, but you chose the wrong one. You could have held that round easily.
You upgrade the one on wall, who is protected by 2 small orcs. You should have upgraded the one 2nd from the middle imo.
Your scenario: Wolverine is protected and gets focused last. His adrenaline rush (or whatever that's called) kicks in too late and he gets focused down too fast for it to make good damage.
My scenario: While damage is well split among the BOs and the wolv, the spot of where the adrenaline rush kicks in comes earlier and during a time when the wolv is not the only tower left, resulting in better damage output.
Rest was ok.
game: Odd build with prisoners. You stay 1/0 so you can have 3rd prisoner for 2. You should rather get prisoner and build T2 for lvl 2 or get your mates to send at lvl 2. But ok, not that bad. But you totally overpush for lvl 5. You have to upgrade one prisoner for lvl 5. What you did was just to use all gold from lvl 4 for upgrades => bad idea. You leak way too much, get no gold for lvl 6 and of course leak that too...a lot even. Then of course lvl 7 and 8 too and so on, rendering your allies with 0% from your leaks. I thought at that point you would have realized that your build was wrong. But after lvl 10, you upgrade to 7/5, when you got 1k value....At this point of a game, I would have gotten slightly mad.
In general you guys had upgraded your king early, so why save for arena when you are so much under value? Pointless, you even lost arena (as obvious as it could have been). Your king was high and no chance winning arena. So send for lvl 10 and don't miss a round worth of income. Later on leak 25 on lvl 12 and so on, again with 0% bounty. You lost way more than you gained from yoloing.
During yolo, barely (if at all) leak lvl 5 (unless dwarven engineers, then screw it), full push during 5 and 6, and try to hold as good as possible for 8 and barely (if at all) leak lvl 9.
game2: Your build during the first 3 levels made no sense. You build ygg and you got phantoms. Now after lvl 1, you stay 1/0 with 129g...okaaay why? No build for lvl 2 and then only one phantom for lvl 3. This makes no sense.
-You cannot get 290g for lvl 3, even if you stay 1/0.
-Your allies had harlots (2x) and spawns (1x). So leaks from them was very unlikely.
So either you build 2 wisps and add a phantom for lvl 3, or you build the phantom for lvl 2 already, in case they send. Yes, with your build you got a 2nd ygg for 4, but that wasn't necessary. Try this instead:
-ygg for lvl 1 (10g left)
-2x wisp for lvl 2 (29g left)
-phantom for lvl 3 (57g left, assuming you send furb for 6g)
-Up to raiser for lvl 4 (106g left)
-Build 2nd ygg for lvl 5 (16g left)
-Build phantoms for lvl 6 (93g left)
-Build 3rd ygg for lvl 7 (7g left + whatever you could send)
Anyway, back to the game...you go 4/0 too late, showing you might not know how much g you get per round. You build after lvl 8 (for lvl 9), which is pointless, because you cannot hold lvl 10 anyway. Correct way was to push all gold from lvl 8 and 9 and get 7/6 for lvl 10. 3 yggs and 1 raiser and 1 phantom (or did you have 2 raisers for 8?) hold 8 and 9 easily.
hl1: Don't build 5 tots. Upgrade 2nd from wall for lvl 5. The rest was okayish.
--------
I would probably deny it for now and tell you to train yolo a bit. What you did in 'game' was more suicidal than a good yolo strategy. The tot yolo was not bad at all. Actually quite ok besides that one mistake.