1000
Baseline
Every player starts the season at the same rating — no history carries over, and when the season clock runs out everyone returns here and the climb starts fresh. Your number is relative, not absolute: it only means something compared to the rest of this server. It's also an estimate of current form, not a grind — hours played earn nothing on their own, so a newcomer who performs can pass a veteran who doesn't.
W / L
Match results
Classic Elo, up to ±24 per game — and the stakes are set by two matchups at once. Your team's average rating vs the enemy's decides what the win is worth: topple a stronger side and you take close to the full payout, stomp a weaker one and you gain almost nothing. Your own rating vs the lobby decides what your stat line is worth. Losses mirror it — falling as the underdog barely costs you, but losing a match you were favored in stings. Your first 10 games each season are placement games that move at ±40, so the ladder finds your real level fast.
60 / 40
Win & performance
Each game scores 60% on your team's result and 40% on your in-match performance — a blend of kills-vs-deaths and kills per minute, ranked against everyone in that game. Winning as the lower-rated team pays an extra +10% upset bonus.
🎯 5
Daily bounties
Each day, 5 of the top 12 are marked. Kill a bounty once in a match and your ELO gain is multiplied — . Gains only; a bad game never gets worse. Go a full day unclaimed and a bounty stays wanted the next day too, at a juicier multiplier.
−5%
Idle decay
Go 72 hours without a match and your rating drops 5% per day until you play again. One rated game resets the clock completely, so a single match every three days keeps you safe — but the drop compounds daily, so extended breaks get expensive fast. The Decay Watch panel above shows who's next on the cliff. Staying on top means staying active.