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Reading a win rate without being fooled

Every stats site shows win rates. Almost none explain what they measure. Here's how to read those numbers, ours included, without making them say more than they do.

Updated October 5, 2026

A card's win rate is not the card's strength

When you read “Miner: 54%”, it means this: among the games where a player had the Miner in their deck, 54% ended in a win. The card may never have been played at the right moment, or even played at all. What gets measured is the result of the decks that contain it, and the quality of the players who choose it.

That's why a card that's hard to play can post a good win rate: only experienced players pick it. Conversely, a very popular card is played by everyone, so its win rate drifts toward the average.

The number is still useful, but it describes a card + players pair, never a card on its own.

Usage and win rate are read together

A card at 60% wins over 40 games isn't worth a card at 53% over 20,000 games. On the first, the uncertainty is enormous; on the second, the gap is real.

That's why our tier list doesn't rank cards on raw win rate. It uses an adjusted win rate: rarely played cards are pulled back toward the average, and the ranking takes usage into account. A card has to have been played a minimum number of times to show up at all.

Rule of thumb: under 100 games, treat a gap of less than 3 points as noise.

The meta is a balance, not a ranking

Cards don't fight in a vacuum. If the Golem becomes popular, the cards that counter it rise automatically, and decks with no answer to the Golem collapse, without a single balance change.

That's why our meta changes page shows usage next to win rate: most win rate swings are explained by what everyone else is playing, not by the card itself.

The practical consequence: before you banish a card from your deck because its win rate dropped, first look at what went up on the other side.

Where our numbers come from, and their limits

The site continuously collects the ranked games of the best players worldwide and in France, through Supercell's official API, and recomputes everything every thirty minutes over a seven-day window.

So these numbers describe the very top level. In mid arenas, card levels are uneven, placement mistakes are more frequent, and some punishing cards work far better there than at the top of the leaderboard.

Finally, the API doesn't publish detailed card stats: there's no way to know that a card lost 5% of its damage. We measure the effect, not the cause.

Frequently asked questions

Why does a card's win rate on your site differ from another site?
Because the sample isn't the same: the level of the players observed, the game mode, the time window. Our numbers cover the Path of Legends games of the best players over a rolling seven days.
Is a 52% win rate good?
Yes. Over a large number of games between players of comparable level, two points above 50% is a clear and lasting advantage.

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