Wiki Stats site

Rarity League teams

From the Polandball Go Wiki

The Rarity League is the second PvP ladder, beside the Open League. Instead of fielding your best five balls, you fight with one rarity at a time: Common, Uncommon, Rare and Epic each get a day. Every one of those days feeds the same weekly ladder, so a player who wants to climb the Rarity League needs four teams, not one. See PvP leagues for the league basics.

1 The four days#

The Rarity League follows the same 8 PM US Eastern clock as the rest of PvP:

  • Common: Sunday 8 PM to Monday 8 PM.
  • Uncommon: Monday 8 PM to Tuesday 8 PM.
  • Rare: Tuesday 8 PM to Wednesday 8 PM.
  • Epic: Wednesday 8 PM to Thursday 8 PM.
  • Closed: Thursday 8 PM until the Sunday reset.

The battle screen shows the day's rarity under the league's name, as "Today's rarity: Common", with its own attempts counter beside it. The ladder resets on Sunday at 8 PM along with the Open League, so the Common day is always the first day of a new Rarity week.

Legendary and Mythical balls have no day. A collection of nothing but Legendaries and Mythicals has no Rarity League team at all.

Which balls a day's lineup may hold beyond those of the day's rarity isn't published.

2 Four teams, one ladder#

Ladder points from all four days add up into one standing. A strong Epic team can't make up for having no Rare team: the Rare day's attempts simply go unused. The cheapest way up the Rarity League is to have a usable team for each of the four days, before making any one of them great.

The days also differ in what's available. Most of a collection is usually Common and Uncommon, since those are 82% of Recruit pulls. Epics are 3.4%, so an Epic team is usually the hardest to fill. See Sets and recruit pools.

3 Rarity belongs to the copy#

A ball's rarity isn't fixed by its name. Every form has its own rarity, which can be far below or above its base ball's, and a form keeps its base ball's five country stats.

That opens up the low-rarity days to famous stat lines:

It works the other way too. The British Empire is Mythical and its form Global Dominion British Empire is Legendary, so neither has a day in this league.

So the best Common on your account may be a form of a ball you'd never think of as Common. Check the rarity on each copy, not the ball's usual one. See Balls, forms and rarity and Forms and typing.

4 CP across the rarities#

All four rarities can reach 6★ and prestige. A fresh copy starts at the rarity's own star level, from 1★ for a Common to 4★ for an Epic, and each star from there adds CP. The steps are the same for everyone, so a Common climbing from 1★ to 6★ picks up 1,900 CP from stars, an Uncommon 1,850, a Rare 1,500 and an Epic 1,150. Levels, prestige and orbs then add the same amounts to every rarity. See Levels, stars and CP.

What differs is the CP a ball is pulled at, and that varies by ball as much as by rarity. Within one day, a match is decided by the same things as in Open: CP first, then Military and Population, then typing and items.

5 Items made for low rarities#

Some items can only be worn by balls of certain rarities. In duels they count only through their attack and defense like any item, and several are big numbers for their tier:

Metal Shuriken's 4,500 attack is past the 4,000 point where item attack stops adding much to a Weapon, so on an Epic or lower ball its Weapon hits within about 5% of what the biggest items in the game give. See Weapon and item power and Item requirements.

6 Building each team#

  • Start from your best copies of the day's rarity, by CP, and check each one's Military and Population. A Common with 90 Military hits 50% harder than one with 20 at the same CP.
  • Look for forms. A low-rarity form of a strong ball is often the best ball of its rarity you own.
  • Spread the types. Five balls that share a weakness can be swept by one attacker. See Types and matchups.
  • Give each team items. Without an item a ball has no Weapon, and the rarity-only items above are made for exactly these teams.
  • Mind the trade rules. Trades are same-rarity only, so a spare Rare can be traded for the Rare you're missing. Epic trades also use your one weekly Trade Permit. See Trades and friends.

7 Attacking and defending#

Rarity duels follow the same rules as Open duels: five balls a side, first to three KOs, 24 rounds. In the first weeks of duels, attackers won an even bigger share in the Rarity League than in Open, around 85% against 76%. As in Open, a defense's best chance is to drag the duel to the round cap. See The round cap.

8 On polbielytics#

The tier list and Meta can be filtered to the Rarity League and to each rarity, and the leaderboard shows both ladders.

9 See also#

Art by