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HomeElite ScrimsPlayRankings
Elite Scrims

How Team Ratings Work

Every team on the Elite Scrims board carries one number out of 100. This page explains exactly what goes into it, why it moves as you play, and how each award on the leaderboard is decided. Nothing here is hidden or adjusted by hand.

Back to Elite ScrimsRules & Code of Conduct

Step one: what a single match gives us

Everything begins with one posted result. From your line in that room we take three things, and each is scored against the room you actually played in, never against the whole league.

Placement

Where you finished, spread across the field. First place scores 100, last scores 0, and everyone else sits in between.

Points

Your match total, measured against the highest total anyone posted in that room.

Eliminations

Your kills, measured against the highest kill count anyone posted in that room.

Because every score is relative to the room, winning a 12-team lobby counts the same as winning a 20-team lobby. No team gains an advantage from the size of the night they happened to play, and a quiet lobby cannot be farmed for an easy number.

Step two: the five parts of a rating

Those three signals are averaged across all of a team's matches, then combined with two further measures. The bar below is drawn at the real weights: each block's width is its actual share of the rating.

34%
28%
18%
12%
8%
PlacementPointsEliminationsExperienceConsistency
34%

Placement

Where you finish. The largest single factor, because surviving and placing high is the thing the format is built to reward.

28%

Points

Total scoreboard output for the match, measured against the best score posted in that same room.

18%

Eliminations

Fragging power. Deliberately weighted below placement so that kills can never outrank actually winning.

12%

Experience

Turning up. Builds as you play and never falls, so there is no race against anyone else to keep up with.

8%

Consistency

How dependably you perform, combining your level and your steadiness rather than rewarding steadiness alone.

Step three: three rules that shape everything

These are what make a rating move as a team grinds, and they answer most of the “why is my number that?” questions.

Half-life · 8 matches

Recent form counts most

A result from 8 matches ago carries half the weight of tonight's. A team that turns its season around climbs quickly, instead of dragging a bad month behind it for the rest of the year.

No comparison to rivals

Playing more only ever helps you

Experience sits on a fixed curve, so it rises as you play and never falls. Another team having a busy week cannot push your rating down, unlike the old system.

Evidence · K = 6

A record has to be earned

With very few matches played, a rating is held near the middle until results back it up. One lucky night cannot outrank a season of solid play.

Provisional teams

A team needs 3 scrim matches before it takes a ranked position. Below that it appears in the Provisional list with a counter showing how many more it needs.

This is not a snub. It fixes a real problem: around four in every ten team names ever recorded appear exactly once. Left in the main table, hundreds of single-night entries buried the teams that turn up week after week. Read the counter as a target: play two more and you are on the board.

Scrims only. Tournament and event results do not count towards these ratings. They belong to a different competition and are filtered out before any rating is worked out, so a team that has only played an event will not appear in the scrim rankings at all.

How the awards are decided

Each award goes to the top team on one measure. Every award except Most Active requires at least 3 matches, so a single appearance cannot win anything.

All-time

Most Dominant Team

Highest overall rating.

Most Consistent Team

Best combination of level, steadiness, and proven record.

Highest Win Rate

Largest share of matches won.

Kill Leaders

Highest average eliminations per match.

Most Active Team

Most matches played. The one award with no minimum.

Best Survival Team

Strongest average placement.

Fastest Rising Team

Biggest improvement between earlier and recent matches.

Elite Team

Any team reaching an S or S+ grade.

Rolling: last 30 and 90 days

The same measures run over a recent date window rather than all of history, so a team on form right now is recognised without having to beat years of results first. That is why the all-time and rolling winners are often different teams.

Grades

The letter beside a team is simply its rating expressed as a band.

S+
95+
S
90 – 94
A+
85 – 89
A
78 – 84
B+
70 – 77
B
60 – 69
C+
50 – 59
C
under 50

Two things worth knowing

Team names

Results are read from in-game screenshots, so a name arrives however it was typed in the lobby, occasionally with a character misread. Those variants are matched back to one team, so L0bby Legends and Lobby Legends count together. Two teams fielded by the same organization are not merged into one: Prime, Minions, Beta, and Elite each carry their own separate record.

Scrims and league are separate records

Nothing earned in Elite Scrims moves league standings, and nothing won in the league changes a scrim rating. They are different competitions kept on different records. Many teams compete in both, which is exactly as intended.

Think a result is wrong?

Ratings recalculate automatically from posted results, so a correction to a result flows straight through to the table. If a match of yours is missing, recorded under the wrong name, or scored incorrectly, get in touch and we will check it against the original screenshot.

Report a Result IssueView the Rankings