PART 1: ONE PARTICULAR MATCHUP
Let’s take one specific matchup: Mech Rogue vs Enrage Warrior. We’re not going to be looking at any other decks for the moment.
If we go to yesterday’s VS report, here are the raw matchup winrate numbers (in Mech Rogue’s favor):
- Top 1000 Legend: 53.38% over 434 games
- Legend: 54.41% over 944 games
- D4 and up: 54.84% over 1310 games
Now first off, VS always fudges the last digit or two, I presume because they want to catch people stealing their numbers or something. 53.38% of 434 is 231.67, and assuming an integer number of games won we’d round to 232, which is 53.46%. So REALLY what we’re looking at is:
- Top 1000 Legend: 232 of 434 games (53.46%)
- Legend: 511 of 944 games (54.13%)
- D4 and up: 718 of 1310 games (54.81%)
If we want D4-1 instead of D4 and up, we can now math that out. 718 minus 511 is 207 and 1310 minus 944 is 366.
- D4-1: 207 of 366 games (56.56%)
So the difference in the matchup winrate for Mech Rogue vs Enrage Warrior, going from D4-1 to top Legend, is 3.1%. I contend that this particular winrate effect is 100% the consequence of the skill of the pilots of both decks increasing from average Diamond 4-1 skill to average top 1000 Legend skill. This belief is key to everything that follows. I think it’s an easy ask, but if you disagree well I guess you won’t find the rest very interesting.
PART 2: ESTIMATED WINRATE CALCULATION
So the core problem that we’re trying to solve is: when we’re going from a deck’s overall winrate at Diamond 4-1 to its overall winrate at top 1000 Legend, what percentage of that is skill?
The key to this is the estimated method for calculating winrate, as opposed to actual. To be clear here I didn’t choose these terms. Believe it or not, I haven’t invented every nerdy way of calculating Hearthstone statistics, and the estimated winrate calculation method was made by someone else and popularized by the Vicious Syndicate people. You might want to Google it (there’s a pretty solid Reddit post on it out there), but here’s a summary: you fill in the entire matchup winrate table for the meta, then for each deck you take its row on the table, multiply each value by that opponent’s deck popularity, then add all the results together to get overall winrate. In essence, matchup winrate times deck popularity equals overall winrate.
The way that we solve the problem posed above is by calculating the estimated winrate for a fictional meta. See, when I said we’re going from Diamond 4-1 to top 1000 Legend, that means going from D4-1 matchups × D4-1 popularity, to T1KL matchups × T1KL popularity. But let’s say we had a hypothetical meta with D4-1 matchups × T1KL popularity. Going from D4-1 to this hypothetical would isolate the effect of meta on winrate, because only popularity is changing. Going from the hypothetical to T1KL would isolate the effect of skill, because only matchup winrates are changing. With both the effects of meta upon winrate and skill upon winrate quantified, we can express each as a fraction of the total change.
PART 3: RESULTS
So I did the calculations described above. You can see my work here:
https://docs.google.com/spreadsheets/d/1HpNl7XpC8JvFwqQiwHE_rDNxKQJnf27GO9GZdGFtgkI/edit?usp=drivesdk
And here are the results. In the table below “skill diff” is how much more (or less) the deck would win due to skill differences IF the meta didn’t change with rank, and “% skill” is comparing the absolute value of that change to the sum of the absolute values of the skill change and the shifting meta change.
Class | Deck | skill diff | % skill |
---|---|---|---|
Priest | Control | 2.34% | 74% |
Mage | Rainbow | 1.23% | 46% |
DH | Relic | 0.95% | 59% |
Warrior | Enrage | 0.77% | 66% |
Warrior | Control | 0.65% | 36% |
Rogue | Secret | 0.23% | 64% |
Rogue | Miracle | -0.16% | 12% |
Druid | Ramp | -0.24% | 11% |
Rogue | Mech | -0.34% | 59% |
Warlock | Chad | -0.38% | 84% |
DK | Unholy | -0.47% | 57% |
Hunter | Hound | -0.56% | 94% |
Warlock | Imp | -0.64% | 67% |
Shaman | Totem | -1.31% | 64% |
DK | Blood | -1.72% | 89% |
Druid | Aggro | -1.73% | 94% |
DK | Plague | -2.27% | 90% |
Druid | Drum | -2.28% | 61% |
Paladin | Pure | -2.55% | 61% |
Hunter | Arcane | -2.82% | 93% |
Warlock | Curse | -2.89% | 90% |
Priest | Undead | -2.97% | 76% |
Warlock | Control | -3.20% | 80% |
Paladin | Earthen | -3.64% | 88% |
For the vast majority of decks, skill effects winrate more than deck popularity. There are four exceptions currently:
- Ramp Druid and Miracle Rogue are bad decks that top Legend players have an obsession with, and they try to make them work (by which I mean present opportunities for skillful play) when they simply won’t.
- Rainbow Mage is almost a quarter of the meta at top Legend, so it makes sense that people would metagame against it extremely hard. However, it’s the second best deck in Standard at rewarding skill, and unlike Control Priest, which is a bad deck of you’re not a great pilot and becomes average if you are, Rainbow Mage is average to start out with. It’s a testament to the “skill factor” of the deck that it almost, but not quite, counteracts the attempts to bring it down, because without the hate it’d be over 52% winrate AND over 20% popularity.
- Control Warrior is the one actual example of a deck benefitting more from the top Legend meta than from skill factor. Yes, the deck has a positive skill factor, but it gains almost twice as much from the top Legend meta just kinda being favorable to it. A genuine exception to the rule.
In any case, I hope you’ve enjoyed my TED Talk on how skill has a bigger effect on top Legend winrates than it being a pocket meta. Feel free to discuss.