> For the complete documentation index, see [llms.txt](https://swu-forge.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://swu-forge.gitbook.io/docs/teams/team-battle-log/team-matchups.md).

# Team Matchup Statistics

The **Matchups** page on a team shows a head-to-head matrix of every archetype the team has played against every archetype it has faced. Rows are your team's decks; columns are opponent decks; each cell tells you how that pairing has gone.

## Where to find it

From any team page (`/teams/<teamId>`), click **Matchups** in the header actions — it sits between **Battle Log** and **Members**. Direct URL: `/teams/<teamId>/matchups`.

## What data feeds it

Every karabast game any team member has recorded — including games on their personal decks — is counted, as long as both leaders are identified. Intra-team mirrors (the same karabast game recorded by two members on a shared team deck) are filtered so one game can't show up as W + L.

Games missing a leader on either side are excluded from the matrix and shown as a *hidden* count in the page summary line.

## Toggles

Two control groups sit above the matrix:

### Granularity

* **Leaders** — collapses bases. A single Boba Fett row captures all of his decks regardless of which base they ran.
* **Leaders & Bases** (default) — keeps each (leader, base) combination as its own row/column. Common bases of the same color + HP collapse into one archetype (same rule used elsewhere in Battle Log) — e.g. Rix Road and City in the Clouds are both 30-HP Vigilance commons, so they share an axis.

### Metric

What each cell displays:

* **M W/L** — match win-loss-draw count, e.g. `4-1-0`.
* **M WR%** (default) — match win percentage, e.g. `80%`. Draws excluded from the denominator.
* **G W/L** — per-game win-loss-draw count.
* **G WR%** — per-game win percentage.

A "match" here is one karabast lobby — a BO3 series collapses into a single match whose result is whichever side won more games (tie → draw). The same lobby concept the Battle Log uses.

## How to read the matrix

* Rows = your team's archetypes. Columns = opponent archetypes. The cell at (row, column) is your record when *your* row-archetype played against *that* opponent.
* **Cell tinting** — green when win-rate > 50%, red when < 50%, no tint at exactly 50% or when there are no decided games. Intensity scales with how far from 50%, capped at \~45% alpha so the cell stays readable.
* **`Xg` suffix** — sample size in games, in case the WR% looks misleading on a tiny pool.
* **Dim cells** — pairings with fewer than 3 games render at 40% opacity. The numbers are still there for completeness, but the eye glides past them on first scan. This mirrors how SWUBase grays out low-sample matchup cells.
* **Empty cell** — that pairing has never been played by the team.

Headers list the leader and — in Leaders & Bases mode — a compact base descriptor underneath: rarity letter, aspect icon, HP (e.g. `C 🟦 30` for a Common 30-HP Vigilance base). Since multiple printings collapse into one axis, the descriptor names the group rather than a single card. Hover a row, column, or cell to see the actual representative base name in the tooltip, alongside the full match + game breakdown.

## Sticky panning

Both the first column (your archetypes) and the top header row (opponents) are sticky as you scroll the matrix horizontally or vertically — useful once your team has played enough archetypes to overflow the viewport.

## How it relates to the Battle Log

* The team **Battle Log** aggregates one archetype at a time (one row of the matrix) and dives into individual matches.
* The team **Matchups** page steps back to show the full grid — strengths and weaknesses across the whole metagame the team has actually faced.
* The team **Recent Activity** dashboard on the team home page shows the latest games feeding both views.


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