What Is Jansei Rank in Jantama Mahjong? Strength Benchmarks and Games Needed for Jansei 2 to 3

雀魂(じゃんたま)雀聖とは?強さの目安と雀聖2→3に必要な試合数 mahjong
This post can be read in about 7 minutes.

Preface

Recently, after reaching the rank of Mahjong Saint 2 in the online mahjong game Jan-tama, I was able to be promoted to Mahjong Saint 3 in a relatively short period of time.
The number of matches required to be promoted to the next rank was approximately 160 matches, all of which were Southeast-style matches.
In my previous article, I wrote that I would "seriously work on avoiding last place," and I feel that this effort has paid off.
I'd like to reflect on what I've done and the results of my efforts this time.

雀聖とは?段位の位置と強さの目安(2026年10月追記)

この記事を書いてから時間が経ったので、「雀聖ってどのくらいの段位なのか」を、今のデータで補足しておきます。

雀魂の段位は、初心・雀士・雀傑・雀豪・雀聖・魂天の順で、雀聖は一番上の魂天の一つ手前です。
雀聖の中も星1〜3に分かれていて、雀聖3の次が魂天です。
雀聖になると、玉の間に加えて王座の間でも打てるようになります。

人数で見ると、2025年12月末の時点で、雀士3以上のアカウントのうち雀聖は約2.3%です(まっきぃ氏の集計)。
魂天と合わせても約2.5%なので、上位3%ほどの段位ということになります。

雀聖になって大きく変わるのが、ラスを引いたときのマイナスです。
玉の間で4位を取ると、雀豪3では-210ですが、雀聖1では-225、雀聖3では-255になります。
雀聖3では1位のプラス(+125)の2倍を超えるので、ラスを引かないことが何より大事になってきます。

実際の成績では、牌譜屋の統計(2026年9月時点、過去1年の玉の間)で、4位率は雀聖1で約22.5%、雀聖3で約20.6%、魂天で約19.8%でした。
下で書いている魂天ランカーの4位率(多くは16〜18%)と比べると、雀聖3から先は、この差をどれだけ詰められるかだと思います。

強さの目安として、天鳳の段位と比べられることも多いですが、見方によって答えがかなり変わります。
僕自身は天鳳で7段まで打っていて、雀魂では雀聖到達までに520戦、雀聖2から雀聖3までに約160戦かかりました。
天鳳との比較は、こちらの記事で詳しく考えています。

The difference between the previous hitting method and the current hitting method

Up until now, my playing style has basically been one of aiming for first place in mahjong.
It wasn't a style of mahjong where I aimed for the top spot at all times; rather, I aimed to climb the ranks within a realistic range, and I wasn't aiming for the top spot at an extreme level.
I am aware that my approach is somewhat conservative, but since the ranking distribution is roughly pyramidal, I think my basic style is not wrong.

- Previous playing style (aiming for the top spot)

Since becoming Mahjong Saint 2, my playing style has been less about "playing mahjong to aim for first place" and more about "playing mahjong to avoid coming in fourth place."
Previous articleAs I wrote before, when you look at the results of the top-ranked players, most of them have a 4th place rate of less than 20%, and many are at the 16-18% level.
To efficiently advance in rank, it's important to prioritize a lower fourth-place rate over a high first-place rate.
(Of course, it would be ideal if you could do both.)
While 19% to 20% of players have played over 2000 matches, this indicates that a large number of matches are required to advance in rank.

- Performance during this period (prioritizing avoiding last place)

My playing style, which prioritized avoiding last place, resulted in the above performance.
I think this is a playing style specifically tailored to Tenhou and Mahjong Soul, prioritizing avoiding a fourth-place finish which would result in a significant point deduction.
I feel that the reason there were so many second and third place finishes was because many people were afraid of dropping to fourth place and therefore couldn't quite manage to secure first place.
The number of matches played is small, so the data may not be very reliable, but the stable rank of Saint is 10.28, so I think this style of play can be a shortcut to promotion.

However, until you reach a certain level of proficiency, I think it's important to develop a push-and-pull technique that results in a pyramidal ranking distribution, rather than using this kind of playing style.
If you've mastered that technique but are still not accumulating points as you'd hoped, then this approach might be a good addition to your repertoire.

In the next section, we will take a closer look at how the main performance indicators have changed.

Analysis of changes in performance metrics

The main changes in performance between my previous and current batting styles are as follows:

・Win rate 22.59%→21.84%
I've become more cautious in situations where I would have pushed forward before, which has lowered my winning percentage.
I do feel that the attack power is somewhat lacking, so I see increasing this stat as a challenge going forward.
I believe the main reason is the decrease in the rate of exposure.

- Dama rate: 9.81% → 9.95%
While it's not a drastic change, and the difference is negligible, the rate of clumps has increased.
In the South round, I became more cautious in situations where I would have previously declared a reach to put pressure on my opponent.
If I had a good hand, I would declare a reach if it was a good shape, or if it was a bad shape, I would prioritize the hand's potential and keep it concealed, so that I could deal with lower-ranked players if they attacked.

・Secondary dew rate 32.97%→28.48%
It has dropped quite a bit.
I think this is due to players becoming more cautious about making cheap calls in the East round and refraining from making reckless attacks after other players have declared riichi.
I think I'm not calling out enough, so if I could estimate the progress of other players' hands and their scoring potential more precisely, I think I could take a bit more action.
If that happens, I think the winning rate will improve, and there will be more opportunities to try and prevent other players from winning and aim for first place.

・Average winning score 6610→6749
If the hand is likely to be a cheap, unfavorable shape, the player might prioritize scoring points by aiming for a specific hand combination, even if it means slower play, which could explain the slightly higher score.
I think this level of difference is within the margin of error.

- Distance: 6.38% → 3.73%
I think the drop rate has decreased because we're proceeding much more cautiously.
If you still have your turn as the dealer, being able to hold on and fold even when you're on the verge of going bankrupt might be a sign of growth.

・放銃率 10.85%→9.57%
和了率が0.75%下がっている分、放銃率も下がっていなくては意味がありません。
放銃率は1.28%と和了率の下がり幅より大きいので、成長はしていると思います。
However, it seems far too low, so I think if I can improve my calling rate, it will improve along with my winning rate.
低和了率&低放銃率は地蔵ラスになりがちなので、他3人が高和了率&高放銃率タイプだとキツいです。
I believe that if you can get a high score early on, this style makes it easier to take the lead and maintain it until the end.

・Righting rate 19.31%→19.20%
I am consciously trying to keep my reach slightly lower, but it hasn't dropped as much as I expected, so I think it's just a minor difference.
Since I'm actively going for a reach in the East round, I don't think slightly changing my approach in the South round will make much of a difference.

In conclusion

I think my performance this time was better than expected, partly due to a lucky streak.
Achieving a stable rank of Saint 10 or higher is an unusually high number, so I believe it's a result of a small number of matches played and good luck.
However, since I'm currently seeing results, I'll continue using this method until I hit a wall.
I anticipate that after hitting a wall, improvements will be needed in terms of the percentage of exposed tiles.

In my previous article, I declared that I would "seriously work on avoiding last place," and so far I've been able to play accordingly, so I'm glad that I was able to keep my word.
The next rank I'll reach, "Soul Heaven," is the highest rank in Mahjong Soul, so I'm going to keep working hard towards that goal.

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