CrystalStatsARENA ANALYTICS
CONNECTING
ExactDetected live signals
RANKED ARENA RIGHT NOW

What is happening right now?

A live operational view of the selected Arena season: match activity, active stacks, confirmed premade clashes, recent results and the top of the RP ladder.

ACTIVE SEASON 33 Arena Season 33
Matches · 24h—Exact indexed matches
Unique players · 24h—Exact distinct player IDs
Active stack signals—Detected 3 / 4 / 5 stacks
Confirmed 5-stack clashes—Detected exact 5/5 premade rosters
RECENT MATCHES

Latest Arena results

Newest indexed results
TOP RP

Season leaders

Official ladder position is driven by current RP.
Full rankings →
Loading RP leaders…
WILD MATCHES

High-chaos results

How is this scored?
— stored matches — unique players Tracked range: — Data coverage & methodology →
COMPETITIVE RANKINGS

Ranked Arena leaderboard

Official RP ladder context first; CrystalStats performance data second.

— ranked players AMERICAS SEASON —
SEASON LEADERS

Top 3 Players

Observed RP
Loading top players…
FORM WATCH

Who's hot right now?

Recent tracked performance is contextual analysis and does not change the official RP leaders.
FULL RANKINGS

Interactive rankings

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Minimum games
Player
LIVE ARENA INTELLIGENCE

Live Insights

Regional activity, detected live stack signals and historical stack behavior for the selected Ranked Arena season. How detection works →

REGION VS REGION

Server comparison

LIVE STACK WATCH Detected

Who appears to be stacking right now?

Ranked Arena only. A 4- or 5-stack appears after the same players are teammates for 2 consecutive personal matches; a 3-stack requires 3 consecutive personal matches. Inactivity is measured from the end of the latest shared match: 3- and 4-stacks expire after 30 minutes; 5-stacks expire after 35 minutes. This is strong evidence of repeated queuing together, but it cannot prove how the players entered the queue.

Waiting for live data… 3/4 stacks: 30m · 5 stacks: 35m · timed from match end · refreshes every 30s · rotates every 7s
WHEN PEOPLE PLAY

Match activity by UTC hour

Times are UTC so all three Albion regions can be compared consistently.
LIVE RADAR

Active stack signals

3 stack 4 stack 5 stack
Scanning Ranked Arena teams…
3 STACK0 live
Scanning recent teams…
4 STACK0 live
Scanning recent teams…
5 STACK0 live
Scanning recent teams…
STACK HISTORY

Previous detected stack runs

Archived after the live window expires. Each row is one consecutive 3-, 4-, or 5-player run with its final W/L record before the signal went inactive. “Disbanded” is inferred from inactivity because Albion does not expose party-disband events. Times are shown in your local timezone.
History window
Sort
Loading history…
Stack / players Record Ended
Loading previous stack runs…
GLOBAL SEASON HONORS

Season Hall of Fame

The strongest tracked Ranked Arena records across Americas, Europe and Asia. This page is global by design; the server selector is disabled here.

ALL THREE SERVERS

Global award showcase

Global awards compare Ranked Arena records from Americas, Europe and Asia. Best WR requires 200+ matches; K/D requires 25+ matches. RP crowns are awarded separately per server.
AMERICAS · EUROPE · ASIA
WIN STREAK LEGENDS

Most consecutive wins in a row

Longest uninterrupted Ranked Arena winning streaks in the selected season, compared across all three servers.
STATS LAB

What does the Arena data reveal?

Distribution, frequency and relationship analysis from the selected server and season. Leaderboards live on the Rankings page; records live in Hall of Fame.

PLAYER DISTRIBUTION

Win-rate distribution

Players with at least 100 tracked matches.
Exact
PLAYER DISTRIBUTION

K/D distribution

Players with at least 10 tracked matches, excluding players whose detected primary role is Healer.
Detected role filter
RELATIONSHIP

K/D vs win rate

Each point is one player with at least 10 tracked matches whose detected primary role is not Healer. This shows association, not causation.
Detected role filter
MATCH PROFILE

How matches end

Stomps, flawless wins, comebacks and close finishes as a share of tracked matches.
Exact
TIME OF DAY

Average match length by UTC hour

Average duration for matches that started in each UTC hour.
Exact
SERVER CONTEXT

Region comparison

Same season scope across Americas, Europe and Asia.
Exact
DATA & METHODOLOGY

How CrystalStats knows what it knows

Clear separation between exact match data and detected behavioral signals.

Exact

Match API data

Directly stored from Albion match results: participants, winner, final points, K/D, start time, duration, timelines and Crystal level where supplied.

Detected

Behavioral signals

Live stacks, stack history and 5-stack clashes are derived from exact player rosters and consecutive shared matches. CrystalStats labels these as detected rather than pretending Albion exposes party membership.

STACK DETECTION

Live Stack Watch

Detected

3-stack: the same three players must be teammates for 3 consecutive personal matches. 4-stack: the same four players must be teammates for 2 consecutive personal matches. 5-stack: the same five players must be teammates for 2 consecutive personal matches.

Last seen is timed from the end of the newest shared match, calculated as match start + duration. 3/4-stack signals expire after 30 minutes of inactivity; 5-stack signals expire after 35 minutes.

Stack History calls a run ended after that inactivity window expires. Albion does not expose a party-disband event, so “ended” or “disbanded” is an inactivity inference.

5-STACK CLASHES

Premade-vs-premade confirmation

Detected

A clash counts only when all 5/5 player IDs on one team match one detected live 5-stack and all 5/5 player IDs on the opposing team match another detected live 5-stack. Four-player overlaps are excluded.

This is strong roster-based evidence of two detected premade five-man teams fighting each other. Albion still does not provide a literal “party=true” field.

CRYSTALSTATS DERIVED METRIC

Excitement / Chaos score

Derived

The 0–100 Excitement score is a CrystalStats metric, not an official SBI statistic. It rewards close finishes, winning-team comebacks and longer matches.

closeness = clamp(100 − winnerPoints × 0.65, 0, 100)comebackBoost = clamp(maxWinnerDeficit × 0.8, 0, 45)durationBoost = clamp((durationSeconds − 300) / 18, 0, 15)score = round(clamp(25 + closeness × 0.55 + comebackBoost + durationBoost, 0, 100))
NOT EXPOSED

What CrystalStats does not claim

The current match feed does not expose exact per-player damage dealt, damage received, equipped weapon, party membership, or match-by-match RP gain/loss. CrystalStats does not invent those fields.

DATA STATUS

Current service status

Checking CrystalStats API and database status…

Collector freshness is also surfaced as LIVE / CHECK FEED in the site header.

PRIVACY / CONTACT

Visitor and player data

CrystalStats displays public Albion player and match identifiers and uses browser local storage for interface preferences such as server and filters. This build does not require a visitor account. Hosting-provider logs may still exist independently of the CrystalStats frontend.

HEAD TO HEAD
Against each other——
As teammates——
Loading player A…
Loading player B…
SHARED NETWORK

Common teammates

Players who have teamed with both competitors in this scope.
SHARED HISTORY

Recent meetings

AMERICAS · RANKED ARENA

Player

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Exact match dataObserved rating data
SEASON PERFORMANCE

Tracked results

Exact
Games—Season exact feed
W-L—indexed results
Win rate—selected season
Consecutive wins record — best win streak in selected season
K/D—kills ÷ deaths
Stomps—100+ - 0 points wins
Flawless wins—149+–0 wins
FORM

Rolling win rate

CURRENT STREAK—
Win Loss Last 100 games · newest match is on the right
RATING

Arena rating

Observed
CURRENT RP—RP snapshot unavailable
LADDER POSITION—Rank snapshot unavailable
SEASON HIGH—highest observed RP
Exact
LIFETIME WIN STREAK RECORD — tracked exact match history
LIFETIME

Arena snapshot

Observed
Lifetime games—CharacterStats snapshot
Lifetime win rate—CharacterStats snapshot
SEASON ARCHIVE

Season-by-season record

Each Arena season keeps its own games, W-L and win rate.
ROLE PERFORMANCE

Damage vs healer

Match-specific role classification. A player's role can change from one match to another.
Detected
Loading role splits…
BEST TEAMMATE—minimum 3 shared games
NEMESIS—minimum 3 meetings
FAVORITE OPPONENT—minimum 3 meetings
BEST WIN STREAK——
COMEBACK WINS——
CLOSE-GAME RECORD—winning team finished with 30 points or less
CHEMISTRY

Top teammates

HEAD-TO-HEAD

Frequent opponents

MATCH LOG

Recent matches

12 per page · filter by result or role
DETECTED PREMADE

Five-player team

Exact five-player roster identity

RIVALRIES

Most-played premade opponents

Confirmed five-stack clashes only.
SESSIONS

Detected runs

Separate consecutive-match runs by this exact roster.
ROSTER CHANGES

Nearby roster variants

Exact five-player teams that share 4 of these 5 players. Kept separate so substitutions do not merge team records.
MATCH HISTORY

Team matches

12 per page · exact roster matches from detected runs.
MATCH REPORT

Match

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Exact match data

Team 1

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Team 2

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