Quick answers to common questions.
Starting point: Everyone begins at 1000 Elo.
To stabilise new players, the first five games use fixed scoring:
No army multipliers or opponent adjustments apply during these first five games. Each player exits this phase independently after their fifth recorded game.
After the first five games, Elo uses an expected-score formula based on rating difference:
For Player A vs Player B:
EA = 1 / (1 + 10^((RB − RA)/300))
EB = 1 − EA
We use a divisor of 300, making upsets more impactful than standard Elo.
After the first five games, the system uses:
This controls how quickly ratings change.
Elo changes are adjusted based on: (1) your army’s league winrate and (2) your opponent’s army winrate. All winrates are taken before the match is played.
Let w be your army winrate (0–100%).
Mbase = 1 + 0.25 × (1 − w)
For losses, the inverse is used:
MlossBase = 1 / Mbase
So weaker armies lose less, but only modestly (max 20% protection). Unknown armies (no data yet) are treated as 50% winrate.
If your opponent is using a much stronger (or weaker) army, the result is adjusted slightly. Let:
wa = your army winratewb = opponent’s army winrate
Mopp = 1 + 0.10 × |wb − wa|
This rewards beating strong lists and softens losses against them.
M = Mbase × MoppM = MlossBase × MoppRatings are updated independently for each player:
ΔRA = K × (SA − EA) × MA
ΔRB = K × (SB − EB) × MB
Where:
S = actual result (1 = win, 0.5 = draw, 0 = loss)M depends on the player’s army and opponent’s armyBecause multipliers are applied per player, rating gains and losses do not need to sum to zero. This is intentional.
Peppe (1000 Elo, army WR 20%) vs Richard (1200 Elo, army WR 60%). Peppe wins.
Expected scores:
EPeppe ≈ 0.24ERichard ≈ 0.76Base Elo change (K = 25):
25 × (1 − 0.24) ≈ +19.025 × (0 − 0.76) ≈ −19.0Multipliers:
1 + 0.25 × (1 − 0.20) = 1.20
1 + 0.10 × |0.60 − 0.20| = 1.04
1.20 × 1.04 ≈ 1.25
1 / (1 + 0.25 × (1 − 0.60)) ≈ 0.91
0.91 × 1.04 ≈ 0.95
Final Elo changes:
+19.0 × 1.25 ≈ +24−19.0 × 0.95 ≈ −18Summary: