GlossaryStrategy

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