Ranked is online play that moves your RP (Rank Points) and places you on the
leaderboards. This page explains exactly how RP is won and lost, the rank tiers, and the
separate ladders you climb.
Ranked uses a standardized ruleset so games are comparable — see
What's locked in Ranked. It's the only mode that changes your RP.
| Rank | RP needed |
|---|---|
| Bronze | 0+ |
| Silver | 1,000 |
| Gold | 2,000 |
| Platinum | 3,000 |
| Diamond | 4,000 |
| Master | 5,000 |
| GrandMaster | Top-500 on the ladder (a position, not an RP number) |
| Legend | GrandMaster in both win conditions of a mode (see True ranks) |
Pact or Peril does not use a flat "+25 for a win / −25 for a loss" system. Ranked uses a
shared-pot model, like a tournament prize pool:
This means placement matters more than a single win/loss flag — coming 2nd of 6 is very
different from coming 5th.
The pot is split into three buckets:
| Bucket | Share | Rewards… |
|---|---|---|
| Placement | 60% | Your finishing position — winner gets the biggest slice, first-eliminated the smallest. |
| Eliminations | 25% | Your share of all player eliminations in the match (knocking opponents out). |
| Contribution | 15% | Your share of the damage done to eliminated players (only counts if you contributed at least 20%). |
Higher ranks ante up more (so the same finish is worth less RP at the top), and bigger lobbies
raise the stakes. The entry fee is:
entry fee = base(rank) + (number of opponents × per-opponent amount)
| Rank | Base fee | Per opponent |
|---|---|---|
| Bronze | 10 | 4 |
| Silver | 15 | 5 |
| Gold | 25 | 8 |
| Platinum | 40 | 10 |
| Diamond | 60 | 12 |
| Master | 75 | 13 |
| GrandMaster | 70 | 14 |
The whole pot is scaled by how strong the lobby is relative to you (your rank vs. the
average opponent rank):
| Lobby vs. you | Pot multiplier |
|---|---|
| Much easier | ×0.50 |
| Easier | ×0.75 |
| Even | ×1.00 |
| Hard | ×1.15 |
| Very hard | ×1.30 |
Beat players above your rank and the rewards swell; farm much weaker lobbies and they shrink.
Your gain in a single match is capped relative to your entry fee (and the cap tightens at
higher ranks — you can't leap up the ladder in one game). Losses are not capped, so a bad
finish in a high-stakes lobby can sting.
| Rank | Max gain (× entry fee) |
|---|---|
| Bronze / Silver | up to 1.5× |
| Gold | up to 1.25× |
| Platinum | up to 1.0× |
| Diamond | up to 0.75× |
| Master | up to 0.5× |
| GrandMaster | up to 0.25× |
A 4-player Bronze FFA, evenly matched (×1.00), everyone's entry fee ≈ 22 RP:
| Finish | Net RP |
|---|---|
| 🥇 1st (with 2 eliminations) | +26 |
| 🥈 2nd | −7 |
| 🥉 3rd | −12 |
| 4th (first knocked out) | −17 |
Note that only the winner profited — in an even FFA, the field collectively pays the
champion. Finishing in the top half keeps you close to break-even; bottoming out costs the most.
Heads-up: the exact RP you gain is finalized on the server. The post-game estimate you
see can differ by a point or two from what's applied, because the server measures your damage
contribution slightly differently than the client preview.
Your RP isn't one number — it's split across six independent ladders, one for each
combination of win condition × lobby type:
| FFA | 1v1 | Teams | |
|---|---|---|---|
| Domination | Dom · FFA | Dom · 1v1 | Dom · Teams |
| Capital Conquest | Cap · FFA | Cap · 1v1 | Cap · Teams |
Each ladder has its own RP, its own rank, and its own Top-500. The ladder a match counts for
is decided by that match's win condition and whether it was FFA / 1v1 / Teams. Climbing
"Cap · 1v1" does nothing for your "Dom · FFA" rating.
On top of the six source ladders, each mode (FFA, 1v1, Teams) has a combined "True"
rank:
Your Main Hub headlines your three True ranks; the leaderboard lists them.
To keep games comparable, Ranked standardizes the magnitude knobs while still letting you pick
the match shape:
You still choose: win condition, FFA / 1v1 / Teams (+ team size), player count, the map
(official only), Classic vs Calculated dice mode, turn-timer length, pacts on/off, fog on/off,
troop placement, card type, and the on/off toggles for portals/firestorms.
Locked to standard values:
See Match Settings for what each of these does.
Ranked takes abandonment seriously — quitting mid-game ruins it for everyone else. Resigning,
disconnecting and declining to rejoin, or being kicked for griefing in a ranked match records
a strike, and strikes escalate:
| Strike | Ban |
|---|---|
| 1st | 5 minutes |
| 2nd | 30 minutes |
| 3rd | 2 hours |
| 4th | 12 hours |
| 5th | 48 hours |
| 6th | 30 days |
| 7th+ | 90 days |
A stall or siege kick in Ranked also costs RP on top of the strike. (Compare with
Casual, where leaving is penalty-free.)
There is no separate casual ladder. Your casual rank is simply your ranked rank shown
again — playing Casual never changes it. Casual stats (games, wins) are tracked separately,
but the rank is the same number.
See also: Game Modes Overview · Match Settings · Achievements → RP tiers