In this post we go over the win rates of the Chaos Legion Common cards (including the Chaos Legion Reward cards). We look at overall win rates in Bronze, Silver and Gold league, and for Silver and Gold we also look at how the cards perform when they are at their highest levels. We also look at how each card does compared to the base win rate of their element.
For each element, except dragon, there are six cards (5 chaos legion, 1 reward), and there are additionally five neutral cards (4 chaos legion, 1 reward). There are no common dragon cards in these editions.
The dataset for this post consists of 3.5 million matches in bronze, 4.5 million matches in silver and 600.000 matches in gold.
In our previous post, we commented on two things for bronze league:
Both these things hold true for bronze league. The chard below shows how all the common cards perform (when averaged over levels 1-3).
On the losing side we find the same Reach cards, with the exception that Flying Squid has pulled itself up to the upper half of the scoreboard.
The chart below shows the average win rates of common cards in Silver league.
For silver league, we also find that the Pelacor cards are generally good. All of them sit comfortably well above 50% win rate. Among the cards with higher play rate, Goblin Psychic shows up as a force to be reckoned with. Good magic damage and Tank Heal makes this card very effective, if you can protect it.
On the losing side there is little difference from the results of bronze leauge. To put it simply: don't play the unleveled Reach cards.
The chart below shows the win rates of level five cards in Silver league. Many of the common cards gain new abilities at various levels below level 5, so there should be significant differences between these results and those above.
Pelacor Conjurer has an hugely successful at level five. It gains Magic Reflect at level four, and at level five has 6 health to use it with. It also has 4 speed and Flying, which makes it effective also against melee and ranged cards.
It is also worth noting that the medium/high-mana water cards are very good in Silver at level 5. These cards have good health and high attack, and form a good base for melee water decks.
The chart below shows the average results of common cards in gold league. Most cards are below 50% win rate (which makes sense because they often have less utility than higher rarity cards).
Some cards do find their way above 50% win rate. Again, we find Pelacor Conjurer at the top, closely followed by Pelacor Bandit and Stich Leech. Pelacor Mercenary also does well here, likely since it can have Heal in Gold League.
The Reach cards are still bad, and are accompanied by Venari Knifer and a few neutral cards at the losing end of the chart.
The chart below shows the win rates of the common cards when played at level 8 in gold league.
Here, we look at the average win rate of each card, compared to the win rates of all teams of the corresponding element WITHOUT that card. This gives supplementary information as to which cards are actually strong, and which cards have skewed win rates due to strong or weak decks.
In the chart below, all bars are upwards-directed, but the coloring indicates wether the effect is positive (blue) or negative (red). So blue bars indicate cards that are better than the average cards in their deck, and red bars indicate cards than are worse than average in their deck.
We already saw how effective the reward cards are in Bronze, and this is further demonstrated by the chart below.
Silver is the same when it comes to the Pelacor Cards, although their effects are somewhat lower here than in bronze.
In Gold leauge, as already noted, common cards do not do well in general. In most cases it will be better to use higher rarity cards to obtain stronger synergies in your team.
The four cards above (shown in their level 8 gold editions), tend to be really effective at all play levels analyzed here. Pelacor Conjurer is clearly the best the common cards, while the other three are just generally good. Considering that these cards are also easily accesible to everyone, they shouldn't have so massive win rates (we do include mirror matches in these datasets). But, it seems that a large portion of the player base has not realized their effetivenes. Since you find yourself here, you now know that these cards are an easy and affordable way to work your way up the ladder.
On the other side, we saw consistently that common cards with Reach were pretty bad. Think twice before you play these, or play them at higher levels for their secondary abilities, and think of Reach as just a small bonus ability.
Let us know if this guide has helped you, and if you have any other comments or suggestions please let us know
Please also check out our other content:
Beginner Guides
Beginners guide - Choosing the best Chaos summoner for your match
Beginners guide - Kelya Frendul
Beginners guide - Obsidian
Beginners guide - Thaddius Brood
Beginners guide - Tarsa
Beginners guide - General Sloan
Summoner and Card statistics
Chaos Legion RARE card statistics
Chaos Legion EPIC card statistics
Chaos Airdrops 2-6 Match Statitics
Best Legendary Cards of Chaos Legion - Week 1 statistics
Chaos summoners - Week 1 statistics
Rule set strategies
We are also creating guides for specific rules. You can find them here:
Strategycorner with Mammuter #5: How to WIN in Reverse Speed
Strategycorner with Mammuter #4: How to WIN in Melee Mayhem
Strategycorner with Mammuter #3: Noxious Fumes
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@mammuter.
Best of luck in Splinterlands!
Kalkulus