JTJ’s Clan War Stats

Editors Note:  Don’t get our slang?  Check out our dictionary HERE.

JTJ tracks some unique stats relative to clan war.  You can see current stats for JTJ and some of its sub-clans by going to:

However, lets use this page to walk through the JTJ Main stats specifically (sub clan stats are similar but not exactly the same).

Here is an example of the stat page (click the image will take you to live pdf of same):


So, first off, JTJ tracks seasons on 8 week intervals (not the 2 week interval of Supercell) as we think 2 weeks is too short to see trend of change.  So we key stats in the main column group at the right (called “Clan War Stats – Career” after each war) and then the excel file does the calculations.   Notable data elements:

  • THE HATE FACTOR. This is newest, unique stat to JTJ.  It is the one stat we use to manage the clan it merges together offense (closer stars) and defense (holds and bleeds).  We call it HATE FACTOR (HATE for short) as if you are good this number should be high and the enemy should hate you — LOL.   In short, here is how THE HATE FACTOR is calculated:
    • THE HATE FACTOR = Closer Stars + HOLDS + (BLEEDS/2 – 1) + NUKED
    • You can read about THE HATE FACTOR HERE.
  • Closer Stars (Clsr Stars).   This is a stat unique to JTJ.  When a clasher is the first to score the stars that will be the best we do on a base they get all those ‘closer stars’.  So if you 2 star a base and then I 3 star it, you get 0 I get 3.  This allows the clan to see who is enabling wins in Clan Wars very clearly.
  • Total Stars.   This tracks your stars per attack (regardless if they ended up being the best for that base.
  • 3 Stars.   How many 3 star attacks you have done (1 3 star attack is = 1)
  • MIA.  How many attacks in war you have missed (didn’t use your attack.
  • SCOUTS.  As of 11/17/15, we allow clashers to self report after stats are published if their attack(s) in a war were for scouting.  If so we increment this stat which, in turn, reduces the number of attacks used to calculate averages by 1.  In short, we ignore scout attacks for stats.
  • Bleeds.  How many times your base was attacked in wars.  So if you were attacked 3 times in war you get ‘3’ bleeds.  This tracks a core goal for all bases — forcing the enemy to hit them multiple times.
  • Holds.  This is how many stars are left on your base at end of war.  So if you weren’t attacked you get 3 hold points.  If you were attacked and ended up only giving up say 1 star you get 2 hold points.  Etc.
  • NUKED.  If you are nuked, you get 1 point, per war, here.  We don’t track multiple nukes (hard to see in stat entry).

The rest of the data shown is just calculations on the above.  Now past the data we also show ‘groupings’ of clashers by TH and then, inside of the top TH levels, we break that into two groups:

  1. SALTs.  SALTs (military term for seasoned soldiers) are clashers that have the units and spells, at the right level, and historically have shown competency in the same to take on any base in the TH level.  All TH levels from TH7 up have a SALT group.
  2. BOOTs.   BOOTs (military term for new recruits) are clashers that are either (1) not offensively strong enough yet to target mid to upper enemy war bases in their TH level and/or (2) have gaps in their units/spells/abilities that limit the attack types they can do.    All TH levels have a BOOT group.  It has nothing to do with being potentially released (LOL).

We group by SALT/BOOT to help with (1) war setup as we have an approximate ratio of the SALT:BOOT at each TH level and (2) how people should ‘call bases’.  You can read about how we call bases HERE.

Another piece of data you see on the stats page is a set of columns titled “SALT/BOOT Attributes”.   This lists out the unit levels of people in the clan for key elements.   If green, that unit is ‘maxed’ for the level (or at a level we feel could take out a max base at their level).  If red, the unit is not maxed and will struggle to take on mid-to-max bases if attacking with styles needing that unit.  This information is used during war setup to help the Clan Leader or Co-Leader (whoever is setting up war) to figure out who to pull into a war as they try to balance SALT:BOOT ratios an having coverage of necessary attack types.  As of 08/20/15 we started tracking who is active in a given war and showing salt:boot ratio for TH10,TH9,TH8 at the bottom left of the stat sheet.

Hope it helps.



  • 11/11/2015 — Updated to reflect shift to THE HATE FACTOR in stat sheet.
  • 08/20/15 — As of 08/20/15 we started tracking who is active in a given war and showing salt:boot ratio for TH10,TH9,TH8 at the bottom left of the stat sheet.

4 thoughts on “JTJ’s Clan War Stats”

  1. I like you stats sheet. I have a few questions 1. How do you score base defence? 2. What is the fraction on your th column? 3. This my not be an issue for you but do you subtract out loot from your bleed count? We are a small clan of 10 to 20 and are trying to improve our war results. Thank for you contribution to the CoC community.


    1. The fraction is for sorting clashers into boot / salt weight classes. You can see that discussed in “jtjclan.com / clan war / process / war party creation”.

      Base defense is just an eyeball of key defense levels. 1 is entry, 2 mid, 3 max. Loot is not factored into bleeds. Bleeds is just number of attacks you absorb.


      1. Thanks for you response. The sheet has helped us better pick who is in and how we are performing. We have decided to count bleeds as the # of attachs up to the first 3 star minus the first attach to better gage base performance.
        Thanks again


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