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TACTICAL ANALYTICS

TEAM PERFORMANCE LAB

Compare pairs, trios and full squads using WVW results and telemetry.

01

TEAM RANKING

#TEAMGWWRADJK/MDMGTOP101ST KNOCKSPREAD
02

TACTICAL PERFORMANCE LAB

Historical WVW match analysis: drops, first knock, cohesion, blue zone and rotations.

?GENERAL LEGEND+
Quick guide to the Tactical Performance Lab

Each statistic compares historical WVW match results. Before comparing two percentages, always check the sample count: a result based on 1,000 matches is normally much more reliable than one based on 10.

CAMPI BASE
Campioni / n
Number of team-match samples used for the statistic. Higher samples generally make the result more stable.
WR
Win Rate: percentage of matches won.
Top 10
Percentage of matches finished inside the Top 10.
Piazz.
Average placement. Here, a lower number is better.
Kill / Danno
Average kills and damage produced by the WVW team in that category.
DROP
Drop pulito
No enemy squad detected close enough to the WVW landing area.
Drop contestato
At least one enemy squad was detected near the landing point.
Team nemici al drop
Number of enemy squads detected in the drop area. It measures early-game pressure.
Primo knock A FAVORE
The first detected knock in the fight was made by WVW.
Primo knock CONTRO
The first detected knock was suffered by WVW.
POSIZIONAMENTO
Distanza media del team
Average distance between WVW players during the match. Lower values mean a tighter team; higher values mean greater separation.
< 50 m
Very tight team.
50–100 m
Close cohesion.
100–200 m
More distributed team.
> 200 m
Highly separated team or players operating from distant positions.
BLUE ZONE
Danno blue
Total damage suffered by WVW from the blue zone.
0 / 1–49 / 50–99 / ...
Matches are grouped into damage bands so WR, placement, kills and damage can be compared.
Attenzione
A higher WR in high-blue-damage bands does not mean blue damage helps you win: teams surviving longer simply have more opportunities to take zone damage.
ROTATION LAB
Distanza di rotazione
Average path travelled by WVW players after landing and before phase 5. It is not straight-line distance.
Perdite durante la rotazione
Number of WVW players lost during the rotation window before phase 5.
Sopravvivenza a fase 5
How many WVW players are alive when the match reaches phase 5.
Squadra completa
All WVW players represented in that team row are still alive at phase 5.
AFFIDABILITÀ
LIVE DATA
The metric has strong historical coverage and is powered by real data.
PARTIAL
The metric exists but does not yet cover every match.
LOW SAMPLE
The sample is small. The result may change significantly after only a few additional matches.
Correlazione ≠ causalità
These comparisons show what occurred together historically; they do not automatically prove that one variable caused another.
DROP ZONE

Clear vs contested drop

LIVE DATA
?WHAT DOES DROP MEAN?

Here, “drop” does NOT mean an airdrop crate.

Drop means the area where the WVW squad lands at the beginning of the match after jumping from the plane.

CLEAR DROP means no enemy squad was detected close enough to our landing area according to the telemetry radius.

CONTESTED DROP means at least one enemy squad landed close enough to create early pressure or a possible fight.

WR, Top 10, placement, kills and damage compare the historical outcomes of those two groups.

FIRST KNOCK IMPACT

First-knock impact

LIVE DATA

How final results change when WVW secures the first knock instead of suffering it.

SOLO is excluded from the main comparison because the sample is still too small.

?HOW TO READ FIRST-KNOCK IMPACT

FOR means WVW secured the first detected knock in the team-row combat sequence.

AGAINST means WVW suffered the first knock.

Win rate, Top 3 and Top 5 compare the historical outcomes of the two groups.

The × multiplier is the ratio between win rate after securing first knock and win rate after suffering it. For example, ×2.0 means twice the historical WR, not two guaranteed wins.

This is a historical association: the data shows how often the conditions coincide with different outcomes, but does not by itself prove causation.

DROP PRESSURE

Enemy teams at drop

LIVE DATA
?HOW TO READ ENEMY TEAMS

0, 1, 2, 3… indicates how many enemy squads were detected near the WVW landing area.

For example, “2 enemy teams” means two opposing squads landed close enough to our drop.

The higher the number, the greater the potential early-game pressure.

n is the number of team-match samples in that category; very small samples should be interpreted cautiously.

TEAM COHESION

Average team spread

PARTIAL
?HOW TO READ TEAM DISTANCE

This metric measures the average distance between WVW players when valid telemetry position samples are available.

Below 50 m generally means a very tight squad.

50–100 m still indicates close cohesion.

100–200 m means a wider formation.

Above 200 m means players are, on average, highly separated.

This does not automatically mean closer is always better; terrain, splits, scouting and fights may require different spacing.

BLUE ZONE

Blue-zone damage

READY

Correlation, not causation: teams surviving longer also have more opportunity to accumulate blue-zone damage.

?HOW TO READ BLUE DAMAGE

The 0, 1–49, 50–99, 100–199 and 200+ bands represent total blue-zone damage suffered by the WVW squad.

For example, “100–199” groups matches where the team suffered between 100 and 199 total blue-zone damage.

The site then compares WR, Top 10, placement, kills and damage produced in those matches.

Important: a high WR in a high-blue-damage band does not mean taking blue damage causes wins. It may simply reflect teams surviving longer.

ROTATION LAB

Rotations and phase 5

LIVE DATA

Rotation distance

Rotation casualties

Phase 5 survival

Metrics compare final results with rotation distance, rotation casualties and WVW players still alive at phase 5. Relationships are descriptive and do not prove causation.

?EXPLAIN ROTATIONS AND PHASE 5

ROTATION DISTANCE: the average path actually travelled by WVW players after landing and before phase 5. It is not straight-line distance between two points.

The <1 km, 1–2 km, 2–4 km, 4–6 km and 6+ km bands group matches according to how far the team travelled during that window.

Therefore “0–1 km” does NOT mean the circle was one kilometre away; it means the average recorded WVW player path in that match was below 1 km.

ROTATION LOSSES: 0, 1 or 2+ indicates how many WVW players were lost before phase 5 during the analysed rotation window.

PHASE 5 SURVIVAL: ELIMINATED means no WVW player remained alive; LOW means only a small part of the team; MAJORITY means most of the lineup survived; FULL TEAM means every WVW player represented in that team row was still alive.

WR and placement are historical comparisons; they show associations but do not by themselves prove that shorter or longer rotations cause wins.