Players
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Strength of schedule
Who has faced stronger or weaker opposition. The default bar is how much the opposing thugs cost in win chance, measured against a typical schedule in this view. Harder schedules sit to the right. Choosing another column header redraws the bar from that column. Thug gap is how much own thugs moved the win chance against opposing thugs, with that player left out of their own side. On the chart, a negative gap points right, because opposing thugs were stronger. VTSR-T shows as win chance or a band, never as a number; VTSR-C keeps its numbers. Recorded games use the rating from that day. Community games use each opponent's rating today. Only team games (3 or more a side) count; 1v1s and 2v2s have their own ladders. The list starts as the ranked ladder for that pill. This is the full corpus; the hub filter bar does not change it.
| Player | Matches | Opp. thugs | Thug gap | Opp. cmdr VTSR-C | Current VTSR-C |
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Community games are from F9bomber. A row under 8 matches is hidden until the switch above is on.
Form over time
Pick a player to see determined win rate by quarter, as commander and as a thug. The largest rating climbs over the last two quarters are below. Each name has at least 8 matches in that role under the format selected above.
VTSR-C climb
VTSR-T climb
As commander
No determined commander games for this player.
As thug
No determined thug games for this player.
A hollow bar is a quarter with one or two games. The line is the rating at the end of that quarter (VTSR-T on a tier axis). VTSR-C moves on community duels. VTSR-T holds through a quarter that is only community games. Community games are from F9bomber.