The question every war leaves behind
After a ranked war ends, someone has to answer who actually contributed. Torn's own war report gives you a total, and that total is not enough to pay people fairly: it does not separate the member who hit steadily for two days from the one who landed three finishing blows, and it says nothing about who was defending while others farmed.
Getting a real answer means iterating every attack in the window and attributing each one. That is a lot of API calls, which is the honest reason it sits behind Pro rather than in the free tier. It is also why a war payout built from the report alone tends to reward the wrong people.
Two cases show why the detail matters. Merc hits against your own faction never appear in the war or chain reports at all, so a member who spent the war getting hospitalised looks idle. And a war that gets cancelled keeps an open end timestamp forever, which quietly breaks any tool that assumes wars end.
Why 217 stats instead of a dashboard of twelve
Torn exposes a very large number of personal statistics, and most trackers surface a fixed handful. The problem with a fixed handful is that the useful stat depends entirely on the question. Recruiting? You want activity streak and time played. Planning a war? Battle stats, energy usage and refill habits. Chasing a chain? Attacks per hour.
Pro tracks the full set and lets you build views from whichever columns matter this week, saved as presets. That is less glamorous than a fixed dashboard but it is what stops you exporting to a spreadsheet every time leadership asks a new question.
Historical depth is the other half. A stat is a snapshot; a stat with thirty days of history is a trend. Knowing a member has 40 million total stats is much less useful than knowing they gained 8 million this month while another gained none.
Spy data, and why sources disagree
Estimating an enemy's battle stats is guesswork with several competing methods. BSP estimates from observable signals, FF Scouter derives from fair fight modifiers, and TornStats aggregates player-submitted spies. They routinely disagree, sometimes by a wide margin.
The useful approach is priority rather than averaging: a recent real spy beats any estimate, an old spy beats a fresh estimate only up to a point, and past that the estimate wins. Averaging a three month old spy with a live estimate produces a number that is wrong in a way nobody can see, which is worse than picking one and labelling it.
Pro applies that priority explicitly and shows which source a number came from, so you can tell the difference between confidence and a guess when you are deciding who your weakest member can safely attack.
Watching factions you are not in
Pro also monitors factions other than your own, which is how you notice a rival stacking members before a war rather than after the announcement. Enemy activity patterns tell you when their roster is awake, and that decides whether your chain attempt lands during their dead hours or their peak.
Pro costs 20 Xanax per month, paid in game rather than in currency. The reasoning behind that is on the pricing page, and everything in the free tier stays available whether or not you ever upgrade.