This is the second installment of a series. The first, which explains how the effect of skill on winrate — specifically, the skill difference between the average Diamond 4-1 player and the average top 1000 Legend player — while factoring out the effect of meta differences, can be found
This report covers Standard from after the Azurite Snake hotfix to before the balance patch changing it to 7 Health steal.
PART 1: ON POLARIZATION
However, for this installment I’m also including polarization. Polarization is a measurement of how lopsided matchups are. Usually, it’s calculated by looking at the difference between winrates in a matchup — for example, a 55-45 matchup has a polarization of 10%, regardless of which side of the matchup you’re on. In the results below, I call this raw polarization. That said, being a deck that wins a lot or loses a lot in general means that your matchup winrates tend to be further from 50%. I’m looking at some decks with winrates below 40% here, which get a high raw polarization score just for being bad. Thus, I also made an adjusted polarization score that factors in how far the deck’s overall winrate is from 50%, isolating polarization that can’t be fixed with nerfs or buffs.
I’ll always be calculating polarization for Diamond 4-1. There isn’t enough data published by VS to do satisfactory analysis at higher ranks.
PART 2: THIS WEEK’S RESULTS
Spreadsheet of all calculations link:
https://docs.google.com/spreadsheets/d/1YVadtfOz2i6h450x3ymGqH2zhsI9Nb_DodmQi9yxT68/edit?usp=drivesdk
Class | Deck | skill winrate diff | % skill vs meta |
---|---|---|---|
Rogue | Miracle | 3.55% | 85% |
Priest | Reno | 2.72% | 53% |
Priest | Control | 2.66% | 57% |
Shaman | Reno | 2.05% | 85% |
DH | Naga | 2.03% | 98% |
Paladin | Reno | 1.63% | 42% |
Mage | Rainbow | 0.85% | 38% |
Rogue | Ogre | 0.70% | 36% |
Shaman | Elemental | 0.45% | 28% |
Rogue | Thief | 0.34% | 28% |
Mage | Rommath | 0.27% | 51% |
Druid | Reno | 0.14% | 9% |
Warrior | Control | 0.12% | 10% |
Rogue | Mech | 0.12% | 25% |
Mage | Secret | -0.01% | 1% |
DK | Reno | -0.18% | 47% |
Priest | Undead | -0.19% | 33% |
Warrior | Enrage | -1.02% | 31% |
Shaman | Totem | -1.15% | 56% |
DK | Unholy | -1.47% | 35% |
DK | Plague | -1.62% | 73% |
Hunter | Reno | -2.04% | 73% |
Paladin | Pure | -2.11% | 47% |
Warlock | Snake | -3.40% | 89% |
Hunter | Arcane | -3.40% | 88% |
Druid | Dragon | -4.62% | 87% |
Hunter | Cleave | -4.64% | 87% |
The average effect of skill last week was about 70% relative to the effect of the meta’s 30% last report, but this report it’s about 50-50 (somewhere between 46.95% and 53.25%, depending on how we weight the average). I’ve had running debates within the community where I claimed that the effect of skill is consistently greater than the effect of deck popularity, and that doesn’t hold this time. It’s worth noting that both of my previous analyses, the first using a more primitive method, looked at relatively stale metas just before an expansion release. This report covers a much fresher meta, which might explain the difference. That said, fresh metas matter too (arguably might matter more) so it does appear that my hypothesis there is disproven.
Control Priest, whether in original or Highlander flavor, remains the deck that rewards skill the most, but that still just takes the deck from bad to mediocre at best. I suspect that the introduction of Miracle Seller has made Rainbow Mage slightly easier to play, but still rewards skill more than the other Mage archetypes for which VS collected data. Cleave Hunter and Dragon Druid reward skill exceptionally poorly.
Class | Deck | adjusted | raw |
---|---|---|---|
Druid | Dragon | 20.71% | 20.72% |
Hunter | Cleave | 17.74% | 20.72% |
DK | Plague | 16.58% | 16.57% |
Druid | Reno | 16.18% | 15.98% |
Shaman | Totem | 15.55% | 15.85% |
Warlock | Snake | 14.95% | 13.58% |
Warrior | Enrage | 14.86% | 16.46% |
Paladin | Reno | 13.96% | 13.19% |
DK | Unholy | 13.68% | 19.90% |
Mage | Secret | 12.88% | 14.06% |
Hunter | Reno | 12.47% | 11.61% |
all | average | 12.30% | 13.99% |
Rogue | Miracle | 12.29% | 23.06% |
Rogue | Ogre | 12.17% | 17.21% |
Mage | Rainbow | 11.56% | 11.29% |
Priest | Reno | 11.46% | 14.32% |
Shaman | Reno | 11.41% | 11.46% |
Warrior | Control | 11.30% | 13.91% |
Paladin | Pure | 11.14% | 15.92% |
DH | Naga | 10.93% | 10.71% |
Shaman | Elemental | 10.84% | 19.89% |
Priest | Control | 10.35% | 16.03% |
Mage | Rommath | 9.12% | 12.97% |
Priest | Undead | 8.62% | 9.04% |
Rogue | Mech | 8.55% | 8.69% |
DK | Reno | 8.25% | 11.27% |
Rogue | Thief | 7.91% | 23.36% |
Hunter | Arcane | 7.83% | 7.90% |
The average match is currently 57-43 in favor of one player or the other.
Dragon Druid and Cleave Hunter are both exceptionally polarizing decks. Generally speaking any polarization above 20% is practically doomed to become a sentiment outlier; if your average match is 60-40, then half of your matches are even more polarizing than that (approximately, it’s a mean not a median). This, combined with how easy the deck is to play, is enough for me to deem the deck the second coming of Standard Questline Warrior. It doesn’t seem overpowered in terms of winrate, technically speaking, but the other two factors make it bad design. Cleave Hunter was almost as bad, but it, unlike Dragon Druid, already received a nerf tap.