Scoring System — Freebie Item Scorer ← Back to Tool
Internal Reference · INVSP

How the Freebie Score works

Every item in the ready-stock inventory gets a score from 0 to 10. The score answers one question: how safe is it to use this item as a freebie or campaign giveaway? High scores mean the item costs little, sells slowly, and is piling up — safe to give away. Low scores mean the item is valuable, fast-moving, and profitable — keep it.

Score Bands
9 – 10
🎁 Prime
Perfect freebie. High stock, slow mover, cheap cost. Easy to give away.
7 – 8
✓ Good
Good candidate. Meets most criteria. Safe for most campaigns.
5 – 6
― Neutral
Use with judgement. Check COGS and velocity before including.
3 – 4
⚠ Caution
Think twice. Either too valuable, too fast-moving, or too low stock.
0 – 2
✗ Keep
Do not use as freebie. This item is too valuable to the business.
* Bands are guidelines. Final decision always belongs to INVSP.
Scoring Factors
Stock
Current inventory qty
30%
How many units are currently sitting in the warehouse. Items with high stock are harder to clear through normal sales and are safer to sacrifice as freebies — giving them away doesn't meaningfully impact the business.

Items with very low stock score 0 here because you'd be depleting a scarce resource.
More stock = higher score
Remaining Live
days_to_sell × stock
30%
An estimate of how many days it will take to naturally sell all current stock at the item's current velocity. A high Remaining Live means the item will sit for months or years without intervention.

Items that have never sold get a days_to_sell of 999 — the worst possible velocity — giving them the maximum score on this factor.
Longer to clear = higher score
COGS
Cost of Goods Sold (inverted)
20%
How much Kyou paid per unit. This factor is inverted — lower cost means a higher freebie score. Giving away a Rp 10K item costs the business almost nothing. Giving away a Rp 500K item is a real loss.

Inversion means: the most expensive items score 0 on this factor, and the cheapest items score 10.
Lower COGS = higher score
Item Age
Days since first listed
20%
How long ago the item was first added to the catalog. Older items have had more time to be discovered and sold — if they're still sitting, it's a signal that organic demand is low.

Very new items score low here even if they have other high-scoring factors, because they haven't been given a fair chance to sell yet.
Older item = higher score
Calculation Formula
Step 1 — Normalize each factor (0 to 1) within the current dataset
norm = (value − min) ÷ (max − min)
Step 2 — Apply weights and multiply by 10
Score = ( norm_stock × 0.30 + norm_rl × 0.30 + norm_cogs_inv × 0.20 + norm_age × 0.20 ) × 10

What "normalized within the current dataset" means

Scores are relative, not absolute. The item with the highest stock in your current filtered view scores 10 on the Stock factor. The item with the lowest stock scores 0. Everyone else is scaled in between.

This means: applying filters changes all scores. Filtering to only WCF figures recalculates scores relative to that subset. An item that was a 6.5 globally might become an 8.0 within a specific series — because it has the highest stock among all WCF figures.

Use the Ignore List to permanently remove outliers that are skewing the range (e.g. one item with 5000 stock compresses everyone else toward 0).

Example Calculation
Item Stock Rem. Live COGS Age Score Verdict
WCF Figure — Character A
Slow mover
48 units
norm 0.92
2,800 days
norm 0.97
Rp 22K
inv 0.91
380 days
norm 0.88
9.3
🎁 Prime freebie
Nendoroid — Main Character
Moderate
12 units
norm 0.48
420 days
norm 0.54
Rp 185K
inv 0.38
210 days
norm 0.51
5.1
― Neutral
Scale Figure — Popular IP
Fast mover
3 units
norm 0.08
45 days
norm 0.09
Rp 620K
inv 0.04
60 days
norm 0.10
1.8
✗ Keep — too valuable
Adjusting Weights

When to change weights

The default weights (30 / 30 / 20 / 20) are a balanced starting point. You can adjust them in the sidebar sliders to reflect the priority for a specific campaign.

Maximize Stock weight — when the goal is specifically to clear warehouse space. Items with huge overstock should rank highest regardless of velocity or cost.

Maximize COGS weight — when budget is tight and you need to minimize the cost of each giveaway. Only the cheapest items should qualify.

Maximize Remaining Live weight — when you want to target items that are truly stuck. Items that have never sold or will take years to clear get priority.

Weights always normalize to 100% internally, so the relative proportion is what matters — not the absolute numbers.

Practical Tips
🔍
Filter first, score second
Scores are relative to whatever is visible. Filter to the specific series, manufacturer, or category you're planning the campaign for — then use scores to rank within that group.
🚫
Use the Ignore List
If one item has 5000 units (a huge outlier), it compresses everything else toward 0 on the Stock factor. Add it to the Ignore List to remove it from the scoring range.
🔄
Refresh before decisions
Stock and velocity data updates whenever Metabase syncs. Always hit ↻ Refresh before building a campaign list to make sure you're working from current numbers.
📋
Score is a starting point
The score narrows the field — it doesn't make the final call. Always sanity-check against margin, campaign context, and any IP/licensing constraints before confirming a freebie item.