Hand classes
Groups of hands by what they make on this board, from sets and better down through pairs and draws to air.
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- What it means
- Every combo in a range sorts into one class by its best feature, in order: sets and better (sets, trips, straights, flushes, full houses), two pair using both hole cards, overpair, top pair with the top, a good or a weak kicker, second pair, weak pair, combo draws (a flush draw and a straight draw), flush draws, straight draws, two overcards, and air.
- How it is calculated
- A pair or a draw only counts when a hole card makes it, so the board's own pair or straight does not. A top pair's kicker is top when no unseen rank beats it, good when three or fewer do, and weak otherwise. Draws and overcards need a card to come, so on the river they count as air.
- Worked example
- On K♠7♦2♣, A♥K♦ is top pair, top kicker; Q♥Q♦ is second pair; A♥Q♦ has no pair and only one overcard, so it is air.
- Why it matters
- Comparing each player's classes shows who has more strong hands and who has more air, which is what decides how often and how big a range bets.
See also: Range, Reach, Nut advantage, Kicker, Suited connector