Data & methodology
Last updated October 6, 2026.
Every statistic on StatsConnect is built from public game data. This page documents where that data comes from, how often it refreshes, and where the limits are — so you can judge the numbers for yourself.
Data sources
Official Supercell APIs
Player profiles, clubs and clans, current decks, upcoming chests, and the official leaderboards come from Supercell’s developer APIs for Clash Royale and Brawl Stars. These are the same endpoints the games use for public profile sharing, read with developer keys issued to this project. Direct lookups are always sourced this way — never guessed or modeled.
Community data services
Some reference data — card images, brawler stats, map layouts, and game-mode metadata — is supplied by community projects such as Brawlify and BrawlAPI, which maintain accurate catalogs as the games update. When a game patch changes names or stats, these catalogs update alongside it.
Public battle-log aggregation
The meta reports are StatsConnect’s own work. Public battle logs are collected through the official APIs and folded into daily aggregates covering win rates, usage, matchups, and deck patterns. Battle logs only include recently played battles, so the crawlers sample continuously and combine results into rolling windows rather than a single exhaustive census.
Refresh cadence
- Player and clan lookups — read live from the official APIs and cached for a few minutes, so they track the game closely.
- Leaderboards — polled continuously, with each snapshot archived so movement over time is real history rather than a single day’s view.
- Meta reports — rebuilt on a daily cycle from rolling battle-log windows; every report states the date range it covers.
How to read the meta numbers
Aggregate statistics are only as good as their sample. Every meta figure on StatsConnect is shown with its sample size, and any stat below a minimum confidence floor is marked low-confidence rather than presented as settled. A card or deck can genuinely swing a few percentage points between windows — check the window dates before treating a change as a trend.
Known limitations
- Battle logs are public and recent-only, so aggregated meta reflects sampled battles, not every battle played. Ladder segments with fewer logged battles naturally have wider uncertainty.
- Official APIs occasionally lag during game updates or outages; affected pages are labeled rather than silently stale.
- Historical trophy and battle data only exists from when collection started — very old snapshots cannot be reconstructed.
- Name changes and account resets can make two tags look like one player’s history; profiles are keyed by tag, not person.
Corrections
If a number looks wrong, or your own battle record appears mis-attributed, get in touch with the page URL and what you expected — aggregation bugs get fixed at the source, and corrections flow into the next daily rebuild.
Fan-made project. This material is unofficial and is not endorsed by Supercell. For more information see Supercell’s Fan Content Policy. StatsConnect is not affiliated with Supercell.