In re: the group chat · Feb 2025 – present

Marvel GoonersThe Tools

Every custom we play — harvested, audited, and turned into balanced teams, live standings and receipts. New here? Play one night and you're on every board on this site: 700+ games tracked and counting.

⚖ Methodology: every claim is graded against the audited match data and windowed to when it was said — not by who argued loudest or who said it in the chat. Where skill is genuinely contestable we show multiple lenses rather than crown a winner. Editorial calls remain (which claims were checkable, how awards are framed); we flag them, not hide them.

01

⚔ The Team Balancer V2

The game-night tool — the same model that builds and grades the run sheet. Tap who's on to cycle them A → B → bench, hit Balance for the most even split (it dodges historically cursed duos), ↻ Next split for the runners-up, and 🎲 Shuffle for different-but-still-fair teams. Chips are power levels (DBZ, because Kyle): 9,000 = lobby average, and the ratio of two power levels is the model's head-to-head odds — double someone's and you're a 2:1 favorite. ≈ = a new or thin record, priced on an honest band. Bots fill every empty seat to 6v6. History (Elo, win rates, arcs) lives on the boards below; this tool is only ever the current model.

02

The Roster

Find yourself first: tap your name → your card. Every player, one trading card each. Tap a card to flip it — full dossier, role split, signature & throw hero, six-quarter trajectory, and the persistence gap that explains the win rate.

03

Rise & Fall

The Overall blend, quarter by quarter (cumulative) — each line ends exactly on its standings bar below. The chart is how everyone got there: where each player started, and what the record earned them since.

The standings

There is no one "skill" number — skill is contestable, so the default Overall score blends all four lenses into one (each normalized, then averaged), and you can switch to any single lens to see what makes it up. This section is earned over time and moves slowly on purpose — current form lives in the Team Balancer and on the player cards. Each lens names exactly what it measures and what it can't.

04

The Rank Ladder

Crossplay is off in ranked — so the rank you reach is pure, input-fair skill. Left: the solo rank each regular climbed to. Right: how they're winning customs right now (last 60). The two barely line up — solo rank doesn't predict who's hot today.

Is everyone at the right rank?

Win rate drifts toward ~50% at your own ceiling — so a win% above 50% on few games means you're underranked, with room to climb.

05

The Matchups

Head-to-head, both ways. VS = your win rate when they're on the other team. WITH = your win rate when you share one. Row player's number, all-time.

06

The Lobby Tier List

Every hero with enough games as someone's main, ranked by the group's win rate on them — current form. (Confounded by who plays each.)

Most-contested heroes

The "claimed mains" — heroes 2+ regulars logged real time on. The overlap the chat fought about was real.

07

Roles & Healing

Who actually plays what — and who's actually healing. Two myths die here: the healer prison (the self-described prisoners heal less than the players who volunteered) and the idea that anyone was locked into a role.

The role split — by playtime

Every player's Tank / Healer / DPS mix across 16 months. The “forced healers” spend most of their time on DPS or tank; the real supports chose the back line.

Who's actually healing — last 60 games

Average healing per game, counting every game (0 for the ones you played a non-healer). No opinions — just output.