Hi guys, there haven't been an update here in ages... again. But it doesn't mean I don't have anything to write about. Actually I've got a good load of things to share.
First of all during the summer and recently there have been many little useful features added to the site. I'd like to list them here to make sure nothing is overlooked by users:
Supercell has announed this updated like in march 2017 or something?! Also I liekd their intention to not kill engineering, but make it harder for them. And after 5 months of development we have this... As far as I understood there were not even changes in weights at first - they changed only the matching criterias. I don't know them honestly, but it is obvious to me that they themselves can't make it perfect.
And now maxers are quiting because of mismatches with engineers and engineers are quiting, because of long searches and mismatches as well with other engineers. Well let's put it straight - it doesn't work well right now.
The changes that they applied yesterday to weights are quite good, but mostly cosmetic. They are also subject to being manipulated and they can bring new problems, like for instance, for people who have just upgraded their TH and didn't acquire anything new even yet; they already will bring higher bases. I think we won't get a good match-making unfortunately until they realize the following things:
At first I have been thinking that they might not use anymore the gold weights for the new-mm, that's why I warned everyone that calculator might not be relevant anymore. But after the last changes I am sure the gold weights are still a thing.
I have updated the calculator for the recent changes. It might not be in the perfect state now, but still it is good enough and relevant. So you are still welcome to donate me some $$ for it, if you need to predict gold weights changes 😊
There haven't been a post in a while here, right? We are going to fix it now with a little useful information about when it is better to start the war search.
Clash of Clans is played globally on all the continents and in various timezones. The group of maniacs who start war searches at 3 AM despite your expectations is actually very small, and the majority of players tends to start wars during the day and evening times. So the amount of clans simulteniously searching for a war match will be different during the day. And it is realistic to assume that the more clans are searching for a war, the higher are your chances to find an accurate match, because there are simply more clans to choose from. So basically, you would want to start your war search at busy search times globally.
To analyze the war start times I have selected all wars registered by cocp.it, which started during the period from 10-04-2017 00:00:01 to 17-04-2017 00:00:01 GMT (start time here means the moment when the preparation day has started). Then I have grouped all these wars by half an hour brackets, for instance, all wars that started between 00:00:01 and 00:30:00 on 04-10-2017 went to the first group and wars started between 00:30:01 and 01:00:00 went to the second one and so on. And then simply counted the number of wars in each group. Here is the result:
Graph is pretty much self-explanatory but still I will try to comment here something. During the day the difference between the highest and the lowest war search activity is around 3 times, which actually is quite a lot and should notably affect the quality of the matches. Every day the most active war search times are between 11:00 and 18:00 GMT, which is the evening time in Asia and daytime in Europe. The peak time is around 14:00 - 14:30 GMT.
There is no any significant difference between the weekdays and the weekend - all the days are the same. However, there is a notable effect of non-stop warring by the majority of the clans: since war lasts 2 days and if clans play non-stop wars - some of them always start on odd days and some on even. This effect is represented by the repeating pattern on the even days, which I have marked with the red circles. It is hard to explain how this particular pit had appeared... probably it is related to some past server maintenance, during which clans couldn't start wars. But if, say, many clans had been making random pauses between wars these pits would have faded very fast, but here we see them reoccuring.
That's all for today. If you are going to follow these advises, please, report later on the wall, if the accuracy of your matches will have improved or not... Or just any comments regarding this topic also would be interesting.
This is already the second installment of my study of different clan compositions, their war environment and difficulty. If you are seeing it for the first time - I strongly recommend to read at least the introduction to the part 1 below first - otherwise, you will understand nothing.
Today we will talk mainly about different war sizes, but first we need to introduce a new term.
Previously we talked about average aoBWS for various groups of clans. Average is a useful and simple value to understand something about the group of clans we are dealing with, but it gives us only limited knowledge and commonly there are some extra measures introduced in statistics, which help to understand the properties of the population better. One of such measures is called standard deviation and is very important in statistics but very likely is unknown to most of the readers here. I will try to explain it in a simple way though.
Standard Deviation literally means "an average deviation of values in some group of values". And it is used to measure "how diverse are values" in some group of values. For instance, if you have 5 values and measure standard deviation among them and it appears to be zero, it means that all these 5 values are the same. Or if standard deviation is some low number it can mean that 4 values are the same and only 1 is different or all 5 are different but are very close to each other.
Above is the picture of Standard Deviation for average opponents Best Win Streak value for clans belonging to different aoPoints groups. But what exactly this value means to us? I have conducted a separate analysis of what exactly different aoBWS SD can mean by running some hypothetical simulations and came to the conclusion that 2 conditions should be met for aoBWS SD to be relatively high: 1. There should be a great variance in attacking skills among clans in this group, 2. Good attacking skills should actually allow to gain a notable advantage over other clans at this particular aoPoints group. And lower values of aoBWS SD will be found if one of these 2 conditions is not met.
You should primarely look at the pink curve, because it has Chinese War Farmers removed from the population, because they lose intentionally, perform badly and, therefore, increase greatly standard deviation artificially. So in our case Standard Deviation grows steadily until around 3000 aoPoints. At 3000-3300 aoPoints is the maximum - it is the range for mixed TH9-TH11 clans, and there you can experience the most diversity in attacking skills and performance. There are many bad clans as well as there are many skilled clans and the game at that stage allows to gain the advantage from the skill. If we look at 3400+ aoPoints, for instance, we see a serious drop in Standard Deviation - it happens NOT because there are worse attackers in there of course, but 3-starring becomes so hard at that stage, so that even with good skills it is quite impossible for the majority of players - so the game falls into 2-starring, which is much easier and high-skilled players can't get the full advantage. And for 1100-1600 aoPoints it is even lower, because there are neither many skilled attackers nor requirement for good skill to 3 star a TH7-8 base.
We will start with the simpliest thing we can do: showing how many active war clans of each war size there are.
The most important and obvious thing to note is that almost at any base development stages 80% of clans play 10vs10 or 15vs15 wars. The only exception to this is TH10-11 wars, where there is a very little amount of clans anyway. The conclusion here is obvious: to have fast and accurate matches - play 10vs10 or 15vs15.
Also note how many 50vs50 clans there are at 3000+ aoPoints. It is the mentioned previously War Farm community and at 3400-3600 it actually becomes even the most popular war size. TH
30vs30 and 40vs40 wars are popular with TH9-11 wars and higher, though since the absolute number of such clans is much lower than at 1600 aoPoints for isntance - it shouldn't be understood as if you will be getting fast and accurate matches with TH9-11 wars 30 or 40 size. You can always check how many clans there are in each aoPoints group by looking at the sample value marked with red color, but remember that below 2400 it is seriously underestimated also.
And Now let's do a more complex analysis of war size and try to look at groups determined both by aoPoints and War Size simultaneously. The first picture below shows aoBWS Standard Deviation, which we discussesed above, but for these more specific groups. It is a 3-dimensional picture, where the third dimension (here aoBWS SD) is shown with the color, pretty much like a terrain map.
Areas marked with a fat blue curve indicate groups, where performance among clans is very similar. In the left bottom corner clans' performance is very similar and poor because of the ease of 3-starring there and on the other size in the top right corner (and generally at the whole 3600-4000 aoPoints range) performance is also similar again but in this case it happens due to the exceptional difficulty to 3 star, which we discussed already above and also due to the all-TH11 matching advantage, which we discussed in the part 1.
And the big orange area surrounded with a fat red border is where the clans' performance is the most diverse. What does it actually mean for us? Basically, that there are many clans there with a high performance and attacking skills and at the same time that the game allows clans to benefit the most from good attacking skills (unlike in TH7-8 range for instance, where 3-starring is too easy to learn). So if your clan, say, has very good attacking skills and will be playing anywhere in the big orange area it will be easier for you to beat bad clans or deal with a mismatch on one hand, but on the other hand the better will be your performance the harder your war opponents will become and may break your win streak. Supercell has of course introduced everywhere the criteria, which matches clans with similar performance, you may say - but the point of aoBWS SD analysis to show that in blue areas the majority of clans are more or less the same and there are simply not enough diversity in performance to give for good clans other good clans and this matching creteria will be often ignored. So once again, since it is quite important - play in the orange area for more competitive wars but also more pleasing ones if you are good at attacking.
Also note that generally <with the increase of war size everywhere diversity in performance also increases. It can be explained with the fact that outcome in smaller wars depends on the fortune to a greater extent, because every single base mismatch, every single occasionally failed attack in small wars can ruin the whole war. In bigger wars the effect from such random occasions can be diminished by the scale of the clan and overall clan's performance starts corresponding better with the clan's attacking skills.
But the most interesting thing here I found when started to assigning existing clans with 100+ win streaks on this map and found out something: All high win streak clans lie in the pink areas between blue and red lines. And after we have described the effects and zones above I think this fact should make a perfect sense, because these intermediary zones are a kind of compromise between random factors and skill factors - they are not too random and don't allow clan to lose occasionally and at the same time they are not too competitive to run into another strong clan and lose to them.
One last thing here - I have to shed light on that bright spot, which you all already noticed of course, at 2300-2500 aoPoints and 50vs50 War Size. It seems like the most diverse clan group in terms of performance but after I selected some clans with these properties I found out that it is again some Unknown Chinese Conspiracy. I say unknown, because this time I am not even sure if it is farming anymore. Clans there can be divided into 2 categories: old clans with huge best win streaks (25-50) and new clans with < 100 wars played with terrible best win streaks and open logs again. And all of them are Chinese. Many have same names. My guess is that they are trying to match old clans with new clans all the time to keep long win streaks, but I am not sure about it. Probably it is again new war farming community that only has started (main war farming community at 2900+ aoPoints was filtered from that dataset by the way). So it is indeed a very diverse performance group but it is artificially created, plus it is quite small - not more than 200 clans playing. And in reality, if you remove all these losing new clans it won't be the most diverse group in attacking skills.
I have made one more experimental plot regarding this analysis, which shows Average aoBWS for clans with various War Sizes and aoPoints again but with the difference that all these clans already have at least 10 Best Win Streak achieved.
The idea here is the following: if a clan starts to play quite good somewhere (Best Win Streak of 10 is generally an indication of that), then what will be the Best Win Streak of opponents of this clan on average. I am not sure if we have here a leg to stand on, because, as I have explained in the part 1, Average aoBWS itself means pretty much nothing in the most cases, because it almost fully depend on the number of wars played. But here it seems to be useful, because it can actually display something, that is easily seen in the game - the average best win streak of your opponents if you start playing well.
The picture here is quite similar to the Standard Deviation with some little differences. On the right, for TH11 clans their opponents will have the biggest win streaks on average and all that due to yet the same all-TH11 advantage effect, which increases BWS there for the whole group. The most competitive "orange" area here is shifted more towards lower war sizes. I checked why this happens and found out simply clans at 3000-3400 aoPoints 20-30 War Sizes are older and played more Total Wars than the same range and 40 War Size. At 40 War size there are more new clans, which recently were created - this lowers Average aoBWS there on one hand, and on the other - it increases the aoBWS Standard Deviation. And why there are more newer clans at 40 sizes? - No idea honestly, perhaps these are starting new war farming clan on their road to 50 members?!
That would have been a crime to own a database with 4 million clans and not to make something like this. I proudly present a huge analytical study of war difficulty distribution in the whole population of Clash Of Clans. It will try to answer such questions as Where to find Easy Wars?, Where to find Competitive Wars?, If Little War Size makes Wars Easier actually, Where to match Fast and Accurate?...
It won't be an easy read (I promise) and first we have to revise some definitions to make sure someone understands at least something 😅
And that should be enough for us to start.
First thing we are going to do is divide all clans, which we have aoPoints calculated for (around 425'000 of such) into small groups with similar aoPoints values and look at properties of each group.
The amount of clans shown here is accurate only after 2400 aoPoints. Below it is seriously underestimated because we calculate aoPoints only for a little subset of low-level-bases clans. But still the local maximum is at 1700 aoPoints and it is quite safe to say that the majority of clans in the game fall under [1600-1800] aoPoints group - these are TH7-8 clans or also Few High level bases and many TH6-8 bases. I'd say it was expectable, right? And there are only 10'000 pure TH10-11 war clans
Now let's take a look at how aoBWS and aoPoints correlate with each other.
First thing to note is that generally Best Win Streaks of Clans grow with the increase of bases development on average. And there is one main reason for that: look at the orange line - it is the average number of total wars played by clans in each group - it also constantly increases. Moreover, there is a very high correlation between blue and orange lines, meaning that number of wars is the main factor of this best win streak growth. Which actually makes a lot of sense, because the more wars you played - the more efforts you had to increase your best win streak and greater are the chances that one of these efforts is a success.
There is a very notable drop in growth speed at around 2100 aoPoints. That's the moment when clans start turning from TH8s to TH9s and that must be a serious game changer. The game becomes seriously harder in all aspects: wars, farming, upgrading - so many casual clans start warring rarely, reforming or disbanding and new clans forming. This affects the total number of wars played on average and thus also slows down the average best win streak growth.
There are no surprises or notable anomalies generally... Except the end game levels with a notable drop in aoBWS at 3400 aoPoints first and then an abnormal increase of aoBWS, while Total Wars remain more or less the same.
I think Higher Best Win Streaks for pure TH11 clans happen because of the Mismatches. But if everywhere else mismatches can be both advantageous and disadvantageous, at TH11 levels it is simply impossible to match anything higher than your own bases and mismatches can be only advantageous to these clans. Also there is a very little amount of pure TH11 clans and thus it is hard to find a fair match and the most matches will be these advantageous mismatches. But at this point if you have been paying attention to what exactly is aoBWS you should have a question spinning in your head: If one type of clans often have an advantage over the other type, then first type will have an increase in their best win streak but the second type should experience the drop in the best win streak and on average these 2 effects should compensate each other and there would be no change in aoBWS? In reality, though, the latter does not happen, because again there is a very little amount of pure TH11 war clans and these mismatches may be common for them, but they are not common enough for mixed TH10-TH11 clans (there are simply just much more clans in this group) to seriously affect their best win streaks - mixed TH10-11s clans may experience these mismatches but still mostly they match each other fairly and their best win streak is determined in these fair matches.
And the biggest mystery to me was this drop at 3400 aoPoints. I have been cracking my head wondering why this could happen until I have built a distribution of aoBWS for this aoPoints group (3400-3500). I have made a compiled animation of aoBWS distributions for various aoPoints groups - so you can compare and see what is happening there exactly.
For low aoPoints the picture is some Gaussian-like distribution, which is normal and expectable. But at around 3000 aoPoints the left tail starts to become abnormally heavy and reaches its maximum at 3400-3500. Then I selected some of the clans, which fit these properties (3400-3500 aoPoints, 3-4.5 aoBWS) and found out that all these clans are way too similar to be just a coincidence.
I called this group of clans the Chinese Farm Conspiracy, because well... 95% are from China and conspiracy because they apparently follow some special common rules to match each other. They all war non-stop, all war only with 50 members, all open war logs, they seem to be losing and winning on agreement, very high-leveled players with end-game bases, low stars in all wars and they all have their location set to whether Benin or Vatican City. Apparently the purpose of all that is to match and identify each other and to do the thing called "war farm" - when you don't care about winning but attack for 1 star for the loot bonus - it must be really helping with farming for TH10-11 upgrades. Playing with 50 members is very important here, because there are almost no clans playing with 50 members there normally and it ensures that these clans match each other. Here are some examples of them: 挪亞方舟, 不打部落战只做捐兵狂41部, 万有引力 GALAXY, 秒捐大帝国, 巴渝名邑 璧山, 数字军five.
This movement is really huge - I estimated it to have around 1300 clans and since they all have abnormally low best win streaks - it is the main reason for the drop at 3400 aoPoints.
And it is time to sum up a bit what we have learned today:
That is all for today. Wait for Part 2 - There I am planning to talk about war sizes.
Some of you may have noticed recent problems on the site. My hard drive was failing and I had to make an urgent backup and replacement. Now All issues are resolved hopefully and.. long live CocP.it!
I have also implemented one nice change: 2 last war logs will be shown for clans that have public war log settings, and for private settings 2 last logs with details available will be shown also but with hidden clan tag and clan name. Hope it is better this way.
Ok now finally moving to the main topic of this post. Some time ago I made a post about an alternative RHL rating system, which would favor clans with harder wars and give them more 'points'. It is also similar to best win streak with the only difference that each win here earns your clan the amount of points, which equal your current difficulty. And if your clan, say, loses - these points are reset to zero, just like usual win streak. Since Difficulty changes over time the amount of points each win costs also changes.
I have been tracking this ranking for almost 2 months now and here is what I've got so far for the top100:
(Difficulty here is the current clan's Difficulty, DBWS is the Difficult Best Win Streak as in the main RHL Ranking, Points are based on the new scoring system described above)
|10||82YLLUVY||Dragon Ha Noi||25||3877||141|
|18||9RJ98Y9C||Thai Pro Jr||23||3412||131|
|27||LV9CQQ8J||Tối Nay Sao Ng||26||3236||127|
|29||2Q829CCL||Η ΜΑΥΡΗ ΣΦΙΓΓ||25||3215||132|
|33||P9PPC9LV||이불킥 : 베개||23||3185||136|
|40||9CQV892U||Let it go||27||3108||116|
|60||9UQJP2P8||Sai Gon War||12||2972||148|
|80||2RUPULL0||Korea 1st Team||16||2819||153|
|83||Y0L8R8J||No Mor3 3xcus||21||2808||119|
|90||88LPQPL||el chavo del 8||26||2783||103|
|93||JUJ90L0||Super Sesame S||22||2760||107|
|94||9V2Q0LGJ||Last Black Cat||26||2750||105|
There are some well-known titles here, like KISS ME, BVb4ever, Golden Goblins, SI Warriors. Also as you can see some very high places can be reached even at win streaks as low as 12-15, because of high difficulty.
Please report your opinions about it on the wall. If the reception will be positive, I think I will replace current RHL with this new system.
Also I'd like to mention here some stats regarding current RHL Ranking state:
So in spite of a very little amount of clans missing, I can say that it is doing quite great right now and is an objective ranking for clans that are playing random matches mostly. However, I still seriously recommend for all clans with less than 4 war logs displayed in their profile to CALCULATE THEIR DIFFICULTY MANUALLY from their clan's page. This will immediately improve its accuracy. Right now the accuracy doesn't matter much, but if the new point-based system will be introduced officially - it will become important.
If you are here for the first time, understood nothing, but still somehow got interested - read this extended information to get an idea about Difficulty and RHL Ranking.
First of all, I'd like to shout once again how UNPROFESSIONAL is Supercell. They have released this new update with friendly wars, which is cool of course. But what I found very strange is that they haven't even bothered to notify API users that these friendly logs results will be mixed with normal logs. Even stranger that I don't see these logs in game for clans, who already finished firendly wars and have open logs - but these logs can be pulled through the API without any problem. Why there is such a difference? Is it a bug?
I am bothered and angry about this mainly because this site severly depends on the war logs information. And this unresponsibility of Supercell have created quite a mess here, as I haven't noticed this change fast enough. I was asking btw in advance - will there be any changes regarding the API on the forum, especially regarding how warlogs will be recorded, but no one has answered of course.
Short list of the consequences:
Good news are that now these issues are resolved and further updates will be normal. I decided to completly ignore the friendly war logs for now - they will be simply invisible. Later I will decide if there can be made any good use of them.
Also I'd like to share my thoughts on the war-weighting changes. From what I have seen so far the most affected part is offensive weight and there are 2 crucial changes:
I don't know yet if there are any changes to the matchmaking criteria, but even with the previous one these changes will become a problem for the lopsided bases. Though these changes are not as radical as they could be, so I think only extreme strategies will notice them clearly.
I have adjusted the Calculator roughly already and it will stay open for a few days - so you can test it. 😈
And a little surprise. I was able to obtain the screenshot with the new, yet hidden building / structure. It is a ship and it seems like it will have to be rebuilt just like clan castle. Since the graphics for it are ready I think it will actually come live in the game soon, may be during the Helloween.
While Nobel prizes are being awarded I decided that it is appropriate to add some science in Clash too. Here I created some curious plots for ya, which show how many clans there are in the game per each value of best win streak (blue) and total wins (orange).
Some Time has passed and the picture has changed slightly for Best Win Streak: The average BWS has notably shifted towards higher values (now it is around 3.4), descresing slope became less steep. Also the 50 BWS anomaly (which appeared because supercell capped win streak at 50 for clans that had 50+ win streaks at march 2016 update) is much less noticable now.
And here is new distribution for total wins. I personally found 2 interesting things here: First, how amazingly little clans there are above 300 wins - only ≈2000, while the top clan has 435 win. And the second is the 40 wins anomaly. I personally can't explain why there is that knoll, but my guess is the effect of the december 2015 supercell advertising campaign.
Hello. Recently I have been working on improving RHL ranking only. Here's what I've got:
P.S. Calculator is public for a few days. 😈
On 09.09.2016 there was a reset for all difficult win streaks recorded in the RHL leaderboard and counting started from zero. I decided to do that because it was requested on forums and I also felt like it was quite unfair because we couldn't tell exactly how those huge win streaks were achieved previously - may be they were achieved at low difficulties or with hardcore modding and thus they don't really deserve to be on top.
Now the rules also have changed a bit to prevent such cases - if your difficulty now drops below the minimal threshold, your wins will stop counting towards your Difficult Win Streak until you regain the difficulty again. And if you lose - your DWS will be reset in anyway.
Also participation rules have changed a bit. You don't need anymore to have regular best win streak of 10 at least to participate. Now if your best win streak is less than 10 - you just won't be included in the leaderboard automatically. What you have to do in this case is at least once calculate your difficulty manually from your clan's page and then it will start updating regularly on a weekly basis.
Also I've got some nice improvements for you all here:
New useful feature - any co-leader of a clan can now manually force difficulty calculation for their clan.
And it will even work for clans with best win streak < 10. To do that go to your clan profile through the search, open game, make sure your warlog is public, go back to this site and press the button record logs and difficulty. If everything is successful you will see the new Compound Difficulty calculated for your clan and you can make the warlog private again.
I promised not to do anything until a new game update... But I lied.
I was bearing the plans to make a difficulty based leaderboard for the whole summer and came to the conclusion that whether supercell should provide us with some sort of a difficulty or I should use the cracked encryption algorithm to get the required data directly from the game (same as warclans.com had worked).
The first option would be too slow to wait for (as we all know) and the second would be too slow to write for me. So I have postponed that idea for a while until I have recieved this ingenious enlightment. It was as strange, as the fact that Justin Bieber has ever become popular, that I hadn't realised it earlier... The thing is - we already have everything to build this leaderboard actually.
There was no much progress for a while and I think I won't be making new features here until the announcement of the next Big game update. I feel that there will be many changes coming (to the API as well) and I don't want to waste time on developing new features now, which may not work after the new changes are implemented.
Still there were some nice improvements:
Report on the 2 evenings' work:
Thought it would be useful to show how many clans there are per each value of best win streak achieved. You can estimate with it how many clans there are with a similar record to yours.
I decided that it is worthy to explain how things work here, 'cause I know it may be not so clear at first.
Normally any clan's profile is updated withing 12 hours after the war end. And it won't be updated at all if a clan doesn't war. But there are rare cases when it can take longer - for instance if the official API is down or just something went wrong on our side.
If during an update a clan is caught with public war profile its losses and ties are recorded. Moreover they are going to be updated since that moment even if the clan's profile becomes private. Losses and ties are displayed as usual in such case if that clan keeps winning. But after their first loss or tie in such state losses and ties will be groupped together and displayed like this for instance: ≥ 13. They are groupped because we can't distinguish new losses and ties in this case anymore. And ≥ sign means that the real number of losses and ties can actually be greater than the one we display. The deal is that there is a chance that some losses or ties can be missed from tracking. This can happen in the case if the clan loses 2 or more times in a row and these warlogs were not found. Note that for a good war clan it is quite a rare possibility - so for well performing clans expect their losses and ties to be accurate. Also if a clan with approximate losses and ties is caught with public warlogs again - its losses and ties become accurate again.
All warlogs that are found in public clan profiles are recorded. Later they can be displayed for both participants of the war even if they both will have their warlogs set to private already. Last 2 wars are removed from displaying because it can allow spying on base layouts and rebuilding these layouts for training attacks - which I consider to be really unfair.
Best win streak means the most wins in a row that clan has ever achieved. But an important remark should be made here: it will count win streaks that happened only after March 2016 update, when Supercell officially started counting win streaks (and even actually a little bit later because we didn't start tracking best win streak immediately after that update).
All previously achieved win streaks are lost now - sorry about that. But if you think about it - it is partly fair because along with that update came a serious game-changer which brings harder matches for well-performing clans and making achieving a higher win streak much harder. So it wouldn't be correct to mix previous win streaks with the new ones.
The timestamp when the best win streak was achieved will equal the end time of the war if war log for that war was found. If it wasn't found it will equal the time when the clan's profile was updated, which is a bit later. Timestamp is in format DD-MM-YYYY HH:MM in GMT (aka London time).
The leaderboard is based on the highest best win streak. For clans with the same win streak - the one, which reached it earlier will take the higher place. The logic behind this is quite simple: if your clan wants to take a higher place - you should not only reach the previous record achieved by someone already, but overcome it.
Leaderboard is live generated while clan profiles are being updated. If you refresh any of its page you may see clans go up or down (especially on pages below 5000, where things are changing faster).
if you click on the page number above leaderboard - you can input your number there to go to any page.
The leaderboard contains extra markings, which can be helpful. sign means that a clan's best win streak has recently increased. means that a clan has recently lost an increasing best win streak sequence (for clans only with 10 bws at least). The blue colored clans are known to be unbeaten yet - just an extra perk for them (for clans only with 10 bws at least).
Well... It costed me an arm and a testicle (and 20 busy evenings of work) but I have completly reworked the site and added great new features.
Those who had knew this site before apparently have noticed that now you can search for clan profiles here and moreover it allows you to see some extra information compared to the game, like old private warlogs and wins/losses/ties for some clans. Another one is the best win streak leaderboard. Unlike game it is capable of storing your historical win streak forever - so your achievement won't be lost nor forgotten (if it was great of course - otherwise it will 😅). And already it is storing results for around 3,000,000 clans.
Also I still provide infamous GM war weight calculator, which was made by me and Dantzig. Though mostly you will find it closed 😅... but you might be lucky as well. ...and archival leaderboard, which was last updated near Xmas 2015. Basically I keep it only because it was a good idea - many of those clans already don't exist even or lost their streaks.
There are yet few things that I'd like to implement a lot. Including difficulty based leaderboard for best win streak - so that sandbox clans (which can win relatively easily) are not in the same playground as serious TH9-11 clans. Also many minor visual fixes and additional clan stats. But what I am not going to do is keeping any stats that are unrelated to wars. I am not interested in that aspect of the game like at all. And also there is one big issue right now with this site which I am pretty sure you all have noticed - it is the speed of loading. Well it is all like that because I have a huge database already and a very cheap server. I am planning to move to a better server and new domain but only if I see that this site is needed.
Seems like it for the start. All your love, hate, feedback and suggestions can go here: email@example.com or write in chat here.