The Friday lobby · running since Feb 2025

Marvel GoonersThe Tools

Every custom we play — harvested, audited, and turned into balanced teams, live standings and receipts. New here? Play one Friday and you're on every board on this site: ~640 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

Friday-night tool, and the only number that decides teams. This runs the exact model that builds and grades the weekly run sheet — current strength fits shown as power levels, inspired by DBZ because Kyle loves DBZ, lol. 9,000 = lobby average, and the scale is exponential like the source material — with one honest upgrade: the ratio between two power levels is the model's real head-to-head odds. Double someone's power level and you're a 2:1 favorite over them, all else equal. No ceiling, and it can't hit zero, only approach it. One thing the scouter wants you to know: this lobby has no Cell — Rivals is 6v6 with respawns, even the strongest reading here is one body of six, so our whole board spans about 4×, not farmer-to-Frieza. (Canon anchors for flavor: farmer with a shotgun 5 · Raditz 1,200 · “IT'S OVER 9000” · Frieza 530,000. Hercule has no recorded power level, which is canon-accurate.) Honest uncertainty bands for new & thin players (marked ), bots priced by the extra-body term, odds calibrated to our own games. Tap everyone who’s on tonight to cycle them AB → bench, hit Balance for the most even split (it also dodges historically cursed duos), ↻ Next split cycles the runners-up, and 🎲 Shuffle re-rolls different-but-still-fair teams inside the same fairness band the sheet itself uses. 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. Eleven players, eleven trading cards. 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.

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. Each 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, 20+ shared games, all-time.

06

The Lobby Tier List

Every hero with 12+ games this year as someone's main, ranked by the group's win rate on them — recent form (2026). (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 loudest complainers heal the least) 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 the majority 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.