Scores fast and swings hard — quick runs, shorter stays.
SR 168 · Avg 14 in the last 22 innings
Every CricLogs player gets a batting tag and a bowling tag. The style says how you play. The level, from 1 to 5, says how much impact you have. Both are worked out from your own matches against par for your format, and this page shows exactly how, plus what it takes to reach the next level.
Scores fast and swings hard — quick runs, shorter stays.
SR 168 · Avg 14 in the last 22 innings
Keeps it tight — concedes less than par even when wickets don't come.
Econ 7.6 · A wicket every 18.8 balls in the last 12 spells
Every style has its own colour, so you can tell players apart at a glance on a profile or a team sheet. The colours run hot to cool: red is the top style for each role, and blue is a player still building toward par. Your level, 1 to 5, is shown separately as a number, so a colour always means a style.
Batting
Bowling
A player tag answers two questions about you, separately for batting and for bowling: what kind of player are you (your style), and how much do you change a match (your level). There is no black box. Every tag comes from two numbers you can see, and each one is measured against par.
Every eligible match scored in CricLogs adds your innings and your spell to a rolling window: your last 30 innings and your last 30 spells.
A strike rate of 150 is par in box cricket but well above par in a one-day game. Comparing each innings with its own format lets box, short-format, T20 and one-day cricket count together fairly.
Batters get Tempo (how fast) and Consistency (how long you stay in). Bowlers get Control (runs saved) and Strike (wickets taken). Where you sit on the map of those two scores is your style.
Multiply the two scores (then divide by 100) and you get Impact. Impact decides your level from 1 to 5, and the app shows what it takes to reach the next one.
A batter who scores at 180 but is out for 12 every time and a batter who scores at 110 but bats all innings can both win matches, in completely different ways. One number can't describe both of them. Two numbers can, and multiplying them still gives a fair measure of total impact.
Your batting style comes from Tempo (how fast you score compared with par) and Consistency (runs per dismissal compared with par). Above 100 on both is above par on both. Within 90–110 on both puts you in the centre band.
Examples below use box cricket par (strike rate 150, average 14).
Top style
Scores fast and stays in — above par for both pace and consistency.
SR 170, average 18 → Tempo 113, Consistency 129, Impact 146. Level 4 once 15 innings are in the window.
You are already above par on both. The top levels need a longer record: 15 innings for Level 4 and 20 for Level 5.
Attacking style
Scores fast and swings hard — quick runs, shorter stays.
SR 180, average 12 → Tempo 120, Consistency 86, Impact 103. Level 3.
Consistency is the weaker score. Bat longer at the same pace: pick the ball to attack, and don't give it away straight after a boundary.
Controlling style
Holds the innings together — bats long and rarely gives it away.
SR 140, average 22 → Tempo 93, Consistency 157, Impact 147. Level 4 once 15 innings are in the window.
Tempo is the weaker score. Turn dot balls into singles and pick one scoring option each over, without giving up your wicket.
Steady style
Keeps the board ticking — pace and consistency both close to par.
SR 150, average 14.5 → Tempo 100, Consistency 104, Impact 104. Level 3.
Small gains multiply. Lift both scores by 10% and your Impact rises by about 21%.
Building style
Building your game — pace and staying power are growing toward par.
SR 120, average 10 → Tempo 80, Consistency 71, Impact 57. Level 1.
Stay in first. Time at the crease lifts both scores, and Level 2 starts at an Impact of 60.
Your bowling style comes from Control (runs you concede compared with par) and Strike (how often you take wickets compared with par). The map works the same way as batting: 100 is par on both, and 90–110 on both is the centre band.
Examples below use box cricket par (economy 10, a wicket every 9 balls).
Top style
Leads the attack — tight economy and regular wickets, both above par.
Economy 7, a wicket every 7 balls → Control 143, Strike 129, Impact 184. Level 5 once 20 spells are in the window.
Keep bowling full spells. Level 4 needs 15 spells of at least an over in the window, and Level 5 needs 20.
Attacking style
Takes wickets often, even when runs leak.
Economy 12, a wicket every 7 balls → Control 83, Strike 129, Impact 107. Level 3.
Control is the weaker score. Cut the boundary balls. One fewer four every two overs takes an economy of 12 down to 10, which is box cricket par.
Controlling style
Keeps it tight — concedes less than par even when wickets don't come.
Economy 8, a wicket every 14 balls → Control 125, Strike 64, Impact 80. Level 2.
Strike is the weaker score. Keep the same economy and add one attacking ball an over (a yorker, a slower ball, a wide line) to make batters take risks.
Steady style
Dependable spells — economy and wickets both close to par.
Economy 10, a wicket every 9.5 balls → Control 100, Strike 95, Impact 95. Level 3.
Pick the easier gain. Bowl a little tighter or take wickets a little more often: either one lifts Impact.
Building style
Building your spells — economy and wickets are growing toward par.
Economy 12, a wicket every 15 balls → Control 83, Strike 60, Impact 50. Level 1.
Start with line and length. Fewer loose balls lifts Control straight away, and dot balls build the pressure that brings wickets.
A style changes only when you move clearly past a boundary: 3 points past the 100 line, into 93–107 to enter the centre band, or outside 87–113 to leave it. One good or bad match near a boundary won't flip your tag back and forth.
Your level comes from your Impact score. An Impact of 100 means you are exactly at par, so Level 3 sits around par. The top two levels also need a longer record, so one hot streak can't carry you there.
Unranked
Not enough matches yet. The app shows your unlock progress.
Level 1 · Impact below 60
Getting started. Well below par for your formats.
Level 2 · Impact 60–84
Closing in on par.
Level 3 · Impact 85–114
Around par: a dependable contributor.
Level 4 · Impact 115–149
Clearly above par. Needs 15 or more innings (or spells) in the window.
Level 5 · Impact 150 and up
A match-winner. Needs 20 or more innings (or spells) in the window.
| Level | Impact | Extra gate |
|---|---|---|
| 0 Unranked | — | Unlock not met |
| 1 | < 60 | — |
| 2 | 60–84 | — |
| 3 | 85–114 | — |
| 4 | 115–149 | ≥ 15 innings/spells in the window |
| 5 | ≥ 150 | ≥ 20 innings/spells in the window |
All four scores work the same way: what you did ÷ what a par player would have done in the same balls, times 100. Each innings or spell uses the par for its own format, so mixing formats stays fair.
Tempo — how fast you score compared with par.
Tempo = 100 × your runs ÷ runs a par batter scores off the same balls
Consistency — runs per dismissal compared with par.
Consistency = 100 × your runs ÷ runs a par batter scores before the same number of dismissals
Batting Impact — the level input.
Batting Impact = Tempo × Consistency ÷ 100
Never dismissed in your window? It counts as one dismissal at par, so a string of not-outs can't inflate Consistency.
Control — runs saved compared with par.
Control = 100 × runs a par bowler concedes off the same balls ÷ your runs conceded
Strike — wicket rate compared with par.
Strike = 100 × your wickets ÷ wickets a par bowler takes in the same balls
Bowling Impact — the level input. It works out as par bowling average ÷ your bowling average × 100.
Bowling Impact = Control × Strike ÷ 100
No wickets in the window means a Strike of 0.
A batter plays 22 innings in up-to-10-over matches (par strike rate 140, par average 16) and scores 276 runs off 164 balls, out 20 times. Strike rate 168 → Tempo = 168 ÷ 140 × 100 = 120. Average 13.8 → Consistency = 13.8 ÷ 16 × 100 = 86. Impact uses the unrounded scores: 120.2 × 86.3 ÷ 100 ≈ 104, which is Level 3. Tempo is at or above 100 and Consistency is below it, so the style is Power Hitter.
Every eligible match falls into one of four formats, decided by its real overs limit rather than its label. A "T20" set to 8 overs counts as up to 10 overs.
| Format | Which matches |
|---|---|
| Box cricket | Box cricket matches of 4–50 overs |
| Up to 10 overs | 4–10 overs per side |
| T20 | 11–20 overs per side |
| One-day | 21–50 overs per side |
| Not counted | Tests, super overs, head-to-head duels, matches under 4 or over 50 overs, and matches with no known overs limit |
| Format | Bat SR | Bat avg | Economy | Balls per wicket | ⇒ Bowl avg |
|---|---|---|---|---|---|
| Box cricket | 150 | 14 | 10.0 | 9 | 15.0 |
| Up to 10 overs (4–10) | 140 | 16 | 9.0 | 12 | 18.0 |
| T20 (11–20 overs) | 125 | 20 | 8.0 | 16 | 21.3 |
| One-day (21–50 overs) | 95 | 25 | 6.0 | 26 | 26.0 |
They are expert starting values for local, mostly tennis-ball cricket (catalogue 2026.10). Once a format has 150 or more ranked players, its pars are reset to the typical ranked player in that format. Your best level and your level-up milestones are never taken away by a change like that. Tennis-ball and leather-ball matches share the same pars for now.
A tag needs enough cricket to mean something. Until then the role shows as Unranked 4/6 with progress bars, so your journey starts from your very first match.
| Role | To unlock |
|---|---|
| Batting | 6 innings (at least 1 ball faced, or dismissed) and 60 balls faced |
| Bowling | 6 spells of at least 1 over and 60 balls bowled |
Only eligible matches count (see the next section). If your profile already shows a style from matches played before CricLogs tags, it appears marked "from earlier matches", with no level, until your own tag unlocks.
Tags are only as fair as the matches behind them. A match counts toward tags when all of these are true:
The match
Your part in it
The rules and numbers are published here and versioned, so a tag never changes because of a hidden recalculation. It changes because you played.
The app doesn't just show your level; it works out what it takes to reach the next one, in your own numbers and in the format you play most.
For the Power Hitter above (Impact 104, Level 4 needs 115), the app shows:
For the Stock Bowler above (Impact 76, Level 3 needs 85):
The app also builds one concrete plan that works on your weaker score and keeps the other one steady. For the Power Hitter it's "next 5 innings: about 100 runs off 59 balls", which means the same pace but longer stays. For the Stock Bowler it's "next 5 spells: 5 wickets in 10 overs", which means the same economy and more wickets. If a plan would need an unrealistic jump, the app leaves it out rather than set a target you can't hit.
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