
804,689 qualified runs reveal how McTrainer.Club players improve, stay consistent, and perform across 18 PvP training modes.
McTrainer measures more than personal bests.
This report analyzes how players perform across hundreds of thousands of qualified training runs on mctrainer.club. It examines typical performance, consistency, personal bests, learning curves, and the number of runs needed before measurable improvement becomes visible.
The report covers qualified training runs completed between January 1 and August 1, 2026.
A run was excluded when it:
Player names, UUIDs, and individual run histories are not included in the published report.
Internal player identifiers were used temporarily to group runs and perform the exploratory Ranked comparison. Only aggregated results are published.
Across all sufficiently long player-mode histories:
These findings show why a single personal best cannot fully describe a player's current ability.
Peak performance and repeatable performance often tell different stories.
The following table shows the highest-volume training modes in the data set.
The median represents the middle result. P25 and P75 describe the middle 50% of recorded values.
For score-based metrics, higher values are generally better. For time-based metrics, lower values are better.
The median PB gap describes the typical relative distance between a player's personal best and their stable performance level.
| Mode | Metric | Runs | Players | Median | P25 | P75 | Median PB gap |
|---|---|---|---|---|---|---|---|
| Sword Combo | Score | 192,372 | 2,503 | 16 | 8 | 32 | 180.0% |
| First Hit | Score | 161,154 | 2,281 | 58.61 | 48.74 | 67.81 | 40.3% |
| Speed Anchor | Time (ms) | 115,101 | 1,588 | 400 | 250 | 901 | 58.5% |
| Shield Break | Score | 82,017 | 1,959 | 75.73 | 67.31 | 85.03 | 18.2% |
| Lunge Mace | Score | 36,983 | 1,211 | 18 | 14 | 20 | 26.3% |
| Safe Speed Anchor | Time (ms) | 31,919 | 783 | 809 | 554 | 1,238.5 | 42.7% |
| Totem Reaction | Time (ms) | 28,572 | 1,396 | 1,405 | 1,050 | 2,122.25 | 29.3% |
| Totem Speed | Time (ms) | 23,817 | 1,084 | 1,143 | 866 | 1,754 | 29.4% |
| Aim Flicking | KPS | 17,705 | 2,821 | 3.13 | 2.73 | 3.53 | 7.6% |
| Mace Stun Slam |
Runs that passed the report's quality and exclusion criteria.
Across sufficiently played player-mode combinations, the median gap between a personal best and the stable performance level was 38.4%.
The typical variation within the stable 10-run window was 36%.
A personal best answers: “What was my strongest individual run?”
A stable performance level answers: “What result can I reproduce consistently?”
This distinction matters because two players with the same personal best may have very different levels of consistency.
One player may reach that result regularly, while another may have achieved it only once.
For this report, measurable improvement means a change of at least 5% between a player's first stable 10-run window and a later 10-run window.
The median player-mode history reached that threshold after 20 runs.
Overall, 50.6% of sufficiently long player-mode histories reached the threshold during the stored observation period.
This does not mean that every player will improve after exactly 20 runs.
Training mode, starting level, practice frequency, individual skill, and the number of available recorded runs all influence the result.
Speed Anchor provides one of the clearest learning curves in the report.
The median time decreased from 573 ms during runs 1–5 to 350 ms among runs numbered 81 and above.
That represents an observed improvement of approximately 38.9%.
Median completion time by run-number group. Lower values are better.
This curve should not be interpreted as a controlled experiment.
Later run groups naturally contain players who continued training for longer. This may introduce selection and survivor bias.
Even with that limitation, the result provides strong descriptive evidence that experienced Speed Anchor players produce substantially faster times than players in their earliest runs.
Speed Anchor was not the only mode with a visible difference between early and later runs.
The analyzed data also showed:
These comparisons describe differences between run-number groups. They do not prove that every individual player will follow the same progression.
Some modes produce much more stable results than others.
Aim Flicking had a median stable variation of approximately 5.4%, while Small Flicking had a similarly low value of 5.9%.
By comparison, Speed Anchor had a median stable variation of approximately 74%.
This indicates that a player's recent Aim Flicking results are generally more repeatable, while Speed Anchor results can vary substantially between runs.
That difference may be caused by the structure of the modes themselves. A short timing mistake can have a large relative impact on a time-based result, while a longer aim test can average performance across more individual actions.
A reliable ping comparison could not be produced for this edition because ping was not consistently present in the stored training-run metrics.
No conclusions about performance differences between latency groups are therefore included.
A future report may add this section once latency data is recorded consistently across training modes.
Only 9 players met both requirements for this section:
Within this small sample, the Pearson correlation between average training percentile and Ranked skill rating was 0.576.
The correlation between average training percentile and Ranked win rate was 0.678.
Both values indicate a positive relationship inside this specific sample. However, nine players are not enough to support a reliable conclusion about the overall McTrainer.Club player base.
| Training percentile group | Players | Median Ranked SR | Median win rate | Median matches |
|---|---|---|---|---|
| P25–49 | 1 | 762.82 | 10% | 10 |
| P50–74 | 4 | 845.53 | 20% | 5 |
| P75–89 | 3 | 1,148.05 | 80% | 6 |
| P90–100 | 1 | 1,358.65 | 100% | 5 |
Exploratory comparison only. Each group contains between one and four players.
The Ranked comparison should therefore be understood as an early signal rather than a confirmed finding.
Future reports will be able to revisit this question with a larger sample.
A raw score becomes more useful when it is placed inside the wider performance distribution.
For example, a Sword Combo score of 32 is approximately at the 75th performance percentile of the qualified Sword Combo runs in this data set.
This means the result was equal to or better than approximately 75% of the analyzed values.
Every training mode uses a different measurement system.
Some modes measure:
A score of 50 in one mode cannot be meaningfully compared with a score of 50 in another mode.
Percentiles solve this problem by showing where a result sits within the distribution for its own mode.
They can answer questions such as:
This report has several important limitations.
McTrainer can describe PvP training performance in a way that a traditional leaderboard cannot.
Instead of showing only the highest score, mctrainer.club can show:
The first McTrainer.Club PvP Benchmark Report analyzes 804,689 qualified runs from 5,514 players across 18 training modes.
The results show that personal bests are only one part of performance. Consistency, percentile position, and long-term progression provide important additional context.
Future editions can become even stronger as metric coverage improves, more Ranked matches are recorded, and additional data becomes available for latency and long-term player progression.
| Successes |
| 13,918 |
| 1,738 |
| 6 |
| 1 |
| 10 |
| 66.7% |
| Elytra Mace | Successes | 13,740 | 1,202 | 10 | 6 | 14 | 40.0% |
| Small Flicking | KPS | 12,605 | 2,045 | 3.17 | 2.70 | 3.63 | 7.8% |