FlopHeroHome

Decision Quality: Optimal, Strong, Weak, Blunder

What the Optimal, Strong, Weak and Blunder labels on your hands mean, what earns each one, and which mistakes to fix first.

2 min readChecked against the app on Oct 7Every game
Before you start
Plan
Every plan, Free included
You need
Some hands uploaded, so there is something to look at.

Your hand list grades your play in the Analysis column, which you turn on under Columns, as a small colored icon whose shape and color change with the grade. Two things decide that grade: whether the solver plays your action at all, and how much the decision gave up against the solver's best action.

The four grades

  • Optimal: an action the solver plays too, giving up at most 1% of what its best action was worth.
  • Strong: also an action the solver plays, giving up more than 1% and up to 10%.
  • Weak: an action outside the solver's, but giving up 10% or less.
  • Blunder: any action giving up more than 10%.

Those percentages are shares of what the solver's best action was worth in that spot. In small spots, where the best action is worth under one big blind, the grade uses the big blinds given up instead. EV Loss % is the other number, and it is measured against the pot: see Reading the Numbers.

Fix your blunders first

  1. Open Filters and go to the General tab.
  2. Under Analysis, select Blunder.
  3. Work down that list, then come back for Weak.

Blunder is the only grade above the 10% band, so selecting it keeps the hands graded above it. Those hands are where your expected value went. They earn your study time before ones you already played close to the solver.

The same panel has an EV Loss filter when you would rather slice by the size of the mistake directly. Clear all, at the foot of the panel, removes every filter at once, and The Hand List and Filters covers the rest of it.

"Not Analyzed": hands with no grade

Not Analyzed is not a quality grade. It collects the hands FlopHero has not analyzed, so they carry no grade at all.

These are the hands behind the gap between the Hands and GTO Analysis counts on your uploads. Why Some Hands Aren't Analyzed explains how a hand ends up there.

One set of names

The hand list, the Filters panel and the Replayer all use the same four names: Optimal, Strong, Weak and Blunder, with Not Analyzed for hands with no grade.

The Trainer grades each move on its own

Instead of one grade per hand, the Trainer rates each move on a finer, five-step PLAY QUALITY scale: Best move, Correct, Inaccuracy, Mistake and Blunder.

A Blunder here grades a single practice move; your hand list grades a whole hand. The Trainer is in BETA. Reading Trainer Feedback covers how to read its feedback in full.

Questions

What do the Optimal, Strong, Weak and Blunder grades mean?

Each analyzed hand carries one grade, decided by whether the solver plays your action and how much the action gave up against its best one. Optimal and Strong are actions the solver plays too, giving up at most 1% and up to 10% of the best action's value. Weak is an action the solver does not play, giving up 10% or less, and Blunder is any action above 10%. Decision Quality covers all four.

From General and Technical FAQ

Why does my GTO EV read zero or negative?

GTO EV is the EV the hand gave up against the solver's line, and its full name says so: GTO EV loss. Zero means the hand gave nothing up; a negative number is what it cost, in big blinds. It never reads positive, because it counts what was left behind. Reading the Numbers lines it up beside Won and EV.

From General and Technical FAQ

Did this answer your question?
Still stuck?A person from the team answers inside the app, usually the same day.