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Ranked play: ELO, tiers and divisions

Last updated: 18 August 2026

Ranked matches move a single number, your ELO, which places you in a tier and a division. None of it is random: the formula is public, identical for everyone, and this page gives the exact detail.

The starting point

Every account starts at 1000 points, which is the entry of the Silver tier. You are therefore not starting at the bottom: the system assumes you are average, then corrects one way or the other based on your results.

How a match changes your rating

Before the match, the system computes your probability of winning from the rating gap alone. It is the classic ELO curve: at a hundred points of gap the favourite has roughly 64 % odds, at two hundred points roughly 76 %, at four hundred points roughly 91 %.

After the match, your rating moves in proportion to the difference between the actual result and that expected one. Beating someone you were supposed to beat pays little; beating someone far above you pays a lot. Losing follows the symmetric rule.

The K-factor: why your first matches count more

The size of that correction depends on how many ranked games you have already played. That is the K-factor:

Ranked games already playedK-factorIntent
Fewer than 1050Placement: corrections are deliberately brutal so your level is found fast
10 to 2932Settling in
30 and above20Established account: the rating stops moving in jumps

In practice, a new account winning a perfectly even match gains twenty-five points; an established account in the same situation gains ten. That is deliberate: the first ten matches exist to place you, not to reward you.

A counter-intuitive consequence: gains are not symmetric. Each player moves with their own K. A newcomer beating a veteran may gain twenty-five points while the veteran loses only ten. That is not a bug — it is what stops established accounts from having their rating wrecked by opponents who are still poorly assessed.

Tiers and divisions

Your rating maps to a tier, and each tier — except the last — splits into four fifty-point divisions numbered IV (lowest) to I (highest).

TierELO rangeDivisions
Bronzeup to 999IV, III, II, I
Silver1000 to 1199IV, III, II, I
Gold1200 to 1399IV, III, II, I
Platinum1400 to 1599IV, III, II, I
Diamond1600 to 1799IV, III, II, I
Master1800 and abovenone

Master has no divisions and no ceiling: above 1800 only the raw rating and the world leaderboard separate players. Below 800 you stay Bronze IV — the rating can fall, the label cannot.

How opponents are matched

The ranked queue looks for the closest-rated pair inside a window that widens with waiting time. On entry, the tolerated gap is a hundred points. It then grows by fifty points per second of waiting.

After ten seconds the window therefore already accepts a six-hundred-point gap. That is a deliberate trade-off: on a still-small player base, a strict window would mean waits of several minutes, and an empty queue is worse for everyone than a slightly lopsided match. The K-factor works in the same direction: a lopsided match pays the favourite little and costs the underdog little.

A ranked match always pits two humans against each other. Bots never enter the ranked queue, and no win against a bot touches your ELO — career mode included.

What does not count

To remove any ambiguity: friendly matches, tournament matches and matches against a bot have no effect on your ELO. They advance your level, your quests and your achievements, but not your rating. The only rated mode is the ranked match.

Your rating, tier and match history are tied to your account. As a guest you can play, but nothing is kept and the ranked queue is not open to you.

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