How ratings work
Team Class and Player Rating in plain words, each with its formula. Round One publishes the math so you can check every number.
Two numbers, kept apart
Class is your team's level on Round One, from 7C for new teams up to 1A for the best T3 teams. Classes 7 to 4 are T4, 3 to 1 are T3. A team that makes Ubisoft's T2 shows Moved up to T2 and leaves the ladder. Scrims are matched by it and events can be limited to it.
Each Class has three steps, C, B and A. A is the top of the Class. Class comes only from verified league and tournament results. Scrim wins never count. Class belongs to the team, never the org.
One number for how you play, read from the replay files of league and tournament matches. It updates when an event is signed off.
Player Rating and Class are independent. A Class 4 player can out-rate a Class 2 player.
Event stars
Every event gets a star rating. The stars decide how many Class points the event can give.
- Every event is rated from 1 to 6 stars, in half stars.
- Stars are set by Round One admins, never by the organizer.
- Stars lock when sign-ups close. Afterwards they can only be lowered, with a written reason.
- A rated event needs 8 or more teams. Smaller events are Unrated.
Stars set the Class points an event can give. Higher stars reach higher Classes. The winner starts from the base value below, before field strength and replays adjust it.
| Stars | 1 | 1.5 | 2 | 2.5 | 3 | 3.5 | 4 | 4.5 | 5 | 5.5 | 6 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| W(s), base points | 100 | 175 | 250 | 425 | 600 | 1,000 | 1,400 | 2,200 | 3,000 | 4,500 | 6,000 |
What the stars mean
- 1 to 2 stars: small T4 community cups.
- 2.5 to 3.5 stars: bigger T4 events and T4 circuits.
- 4 to 4.5 stars: T3 events.
- 5 to 5.5 stars: major T3 circuit events and Round One season finals.
- 6 stars: Round One's top T3 championship.
- Ubisoft T2 open qualifiers (outside results only): staff set 5 to 6.
Unrated events still move Player Rating, but give no Class points. 4.5 stars and up are set by admins directly. Stars measure how the event is run, not how strong the teams are.
Points for one event
Every finalized result gives the team points for that event. Five parts multiply together.
| Part | What it means | Range |
|---|---|---|
| W(s) | The event's star base value | 100 to 6,000 |
| L | Placement: where the team finished | 0 to 1 |
| F | Field and opponent-path strength | 0.80 to 1.20 |
| M | Performance adjustment read from the replays | 0.90 to 1.10 |
| R | Roster and result eligibility | 0 or 1 |
Placement, L
| Place | 1st | 2nd | 3rd to 4th | 5th to 8th | 9th to 16th | Anything else |
|---|---|---|---|---|---|---|
| L | 1.00 | 0.70 | 0.45 | 0.275 | 0.15 | 0 |
Leagues use the final standing after playoffs. Shared placements, for example joint 3rd, use the shared value. Placements must be earned: byes and forfeits never count as played wins.
Eligibility, R
R is 1 when all three are true, otherwise 0:
- The team won at least one played map in the event. Facing a strong team is not enough.
- The result was finalized and is not under an integrity dispute.
- Roster continuity holds (below).
Try it
Pick an event and a finish. The number updates as you change it.
600 x 1.00 x 1.00 x 1.00 x 1 = 600Field strength, F
The stars say how hard an event usually is. F adjusts for whether this edition, and the path this team took, were harder or easier than usual.
f, how strong the field was
When sign-ups close, Round One takes every registered team's CP from before the event and averages it. Unclassed teams count as 0. That average is compared with the usual field at the same star level: f = (this field's average minus the usual average) divided by (2 times the usual spread), cut off at -1 and +1.
p, how strong the teams you beat were
Only the teams this team beat in played maps count. Their average pre-event CP is compared with this event's field: p = (average of teams beaten minus field average) divided by (2 times the field's spread), cut off at -1 and +1. The spread has a floor of 50 CP.
Worked example
Two teams each win a 3-star event: base 600, 1st place 1.00, M and R left at 1.
| Team | What happened | f | p | F | Points |
|---|---|---|---|---|---|
| Team A | A stacked edition, and they beat the top seeds | +0.5 | +0.8 | 1.13 | 678 |
| Team B | A weak edition, and an easy path | -0.6 | -0.4 | 0.90 | 540 |
Until a star level has 20 finalized events there is no fair usual field to compare with, so Round One admins set F at sign-off from five options: 0.80, 0.90, 1.00, 1.10 or 1.20, with a written reason. Every override is logged.
Replay adjustment, M
M lets replay data move event points by at most 10% either way, so a small cup can never turn into an elite result.
M = 1 + 0.10 XEach part is scored from -1 to +1 against the average of all verified Round One rounds, so M sits between 0.90 and 1.10.
| Part | What it measures |
|---|---|
| A, advantage | Winning rounds after getting the opening pick |
| T, trading | Trading teammates' deaths, faster trades weighted higher |
| O, objective | Post-plant wins on attack, defuse and retake success on defense |
| C, competitive rounds | Round wins compared with what was expected against this opponent, map and side |
M stays at 1.00 for everyone until Round One has 2,000 verified rounds to build fair baselines. It is also 1.00 for scoreboard-only, organizer-entered and imported results.
Roster continuity, R
Class belongs to a roster, not to a name. Every result remembers its lineup: the 5 players with the most maps for the team in that event.
- A result keeps counting while at least 3 of those 5 are still on the active roster.
- Below 3, it stops counting and stays in the team's history, labeled "earned by a previous roster".
- If 3 or more of a lineup move to a new team within 30 days, the captain can ask Round One admins to move the result. One result only ever counts for one team.
- Players always keep their own Career points.
Class points, CP
CP counts your 5 best event results from the last 12 months.
Extra results add nothing unless they beat one of the five. Winning four 1-star events cannot jump a team up several Classes.
Build a CP total
Type five event results in any order. Round One sorts them and weights them.
That is in Class 3B's range. 3A starts at 2,600 CP. Moving between C, B and A inside a Class needs only CP.
Thresholds and sub-tiers
CP to enter each step. Moving between C, B and A inside a Class needs only CP.
| Class | C | B | A | Tier |
|---|---|---|---|---|
| 1 | 4,600 | 5,600 | 7,000 | T3 |
| 2 | 3,000 | 3,533 | 4,067 | T3 |
| 3 | 1,800 | 2,200 | 2,600 | T3 |
| 4 | 1,000 | 1,267 | 1,533 | T4 |
| 5 | 450 | 633 | 817 | T4 |
| 6 | 175 | 267 | 358 | T4 |
| 7 | first eligible result | 58 | 117 | T4 |
| Moved up to T2: set by Round One owners, no CP number. | ||||
Unclassed until the first verified result.
Promotion gates
Meeting a threshold is not enough to change Class. The gate must pass too.
- To enter Class 7 a team needs any result with points.
- To move into Class 6 a team needs results from 2 or more events, and wins over 3 or more different teams.
- To move into Class 5 a team needs results from 2 or more events; wins over 4 or more different teams, 2 of them Class 6 or better when your team beat them; and a top 4 at a 2-star or bigger event.
- To move into Class 4 a team needs wins over 5 or more different teams across 2 or more events, 2 of them Class 5 or better when your team beat them; and a top 4 at 3 stars or more, or a top 2 at 2.5 stars or more.
- T3 starts at Class 3. From here only Round One results count toward the gates. To move into Class 3 a team needs wins over 3 or more different teams that were Class 4 or better when your team beat them, across 2 or more events; a top 4 at 3.5 stars or more; and at least 1 replay-verified result.
- To move into Class 2 a team needs wins over 3 or more different teams that held Class 3 or better in the last 12 months; a top 4 at 4 stars or more, or a top 8 at 5 stars or more; and 2 replay-verified results.
- To move into Class 1 a team needs at least 3 of its top 5 results at 4 stars or more; wins over 3 or more different teams that held Class 2 or better in the last 12 months; and 2 of these 4: won a 4.5-star or bigger event; top 3 at 5 stars or more; top 2 twice at 4 stars or more; last 16 or better at a Ubisoft T2 open qualifier (checked by staff).
Demotion
Class is checked every Monday. A team drops a Class only after two checks in a row below 90% of its Class threshold, and never more than one Class at a time. Class 7 drops to Unclassed when no result with points is left.
Results drop out after 12 months, so inactive teams slide down on their own. A team that breaks roster continuity is recalculated at once. Event eligibility uses the highest Class held in the last 90 days, so dropping does not open weaker events straight away.
T4 and T3
Classes 7, 6, 5 and 4 are T4. Classes 3, 2 and 1 are T3. Class 3 is where T3 starts, and from there only Round One results count toward the gates.
Moved up to T2
Round One owners set this when a team makes Ubisoft's T2. The team leaves the Class list, keeps its results on its team page, and earns no CP while moved up. Teams that beat it count it as better than every class.
Outside events
A captain or coach sends a result from another organizer's event or a Ubisoft T2 open qualifier from the team's Class tab. Staff check it and set its stars. Outside results count at 75%, at most 2 of them in your top 5, and on their own they can lift a team to Class 4 at most.
The public label stays "Outside events" and never names the source site. A T2 open qualifier shows as "T2 open qualifier".
Player Rating
Player Rating runs from 1,000 to 25,000. Playing more does not raise it. Playing better does.
Your page shows your Player Rating next to your K/D, KOST, EPS and rounds, all from replay-verified league and tournament matches. Scrims never change Player Rating.
EPS is the replay rating times 100, on the same scale as the official Siege rating.
The update for each verified map
| Part | What it means | Start value |
|---|---|---|
| K | Rating change scale, PR per 1.0 of performance difference | 300 |
| U | Uncertainty adjustment, clip(σ / 1,000, 0.5, 2.0) | 0.5 to 2.0 |
| Q | Evidence quality and coverage | 0 to 1 |
| Iobs | Measured contribution on this map, for the player's role and the impact of each round | score |
| Iexp | Expected contribution for this rating, opposition, role, map and side | score |
| dmax | Limit on how much one map can move the rating | 2.0 |
With these values one map can move a brand new rating by at most 1,200 and a settled rating by at most 300. Performing as expected keeps the rating where it is.
Uncertainty, σ
- Starts at 3,000 at the first verified map.
- Shrinks to 95% of itself after every verified map, down to 600.
- Grows by 150 for every 30 days without a verified map, up to 3,000.
- Grows by 400 when the player joins a new team.
Evidence quality, Q
| Evidence | Q |
|---|---|
| Both teams' replays, matching, full coverage | 1.00 |
| One team's replay only, mod confirmed | 0.85 |
| Partial replay coverage | 0.85 × share of rounds covered |
| Scoreboard only (console), with dmax halved | 0.25 |
| Organizer entered, imported or unverified | 0, no change |
Placement and who sees it
A new player is Unrated until there is enough data to trust the rating.
Placement needs 15 verified event maps, 120 rounds and at least 5 different opponents, with 3 maps against teams of your Class or higher. Only verified event maps count, never scrims.
| State | The player sees | Everyone else sees | When |
|---|---|---|---|
| Calibration | Unrated | Unrated | Until Round One has 60 days, 300 verified maps and 50 placed players, and the prediction check passes |
| Unrated | Unrated, with maps toward placement | Unrated | Before placement |
| Provisional | The number with a Provisional pill | Unrated | After placement, until about 25 verified maps |
| Public | The number | The number | 25 verified maps with uncertainty at or below 900 |
| Inactive | The number with an Inactive pill | Inactive | 6 months with no verified map. It shows again after 3 new verified maps. |
Calibration ended after 60 days, 300 or more verified maps and 50 or more placed players, and the prediction check passed. Every player who met a stage moved to it at once, rated again from all their verified maps.
Higher ratings need stronger evidence
A player cannot rise into a band without having played at that level. If the math says higher but the gate is not met, the rating stops just under the band.
| Player Rating | Gate, verified maps in the last 12 months |
|---|---|
| 1,000 to 4,999 | Consistent play in 1 to 2.5 star events |
| 5,000 to 9,999 | 10+ maps in 2.5 star or higher events |
| 10,000 to 14,999 | 15+ maps in 3.5 star or higher events |
| 15,000 to 19,999 | 20+ maps in 4.5 star or higher events, 8+ in 5 star or higher |
| 20,000 to 25,000 | 20+ maps in 5 to 6 star events and the team held Class 1 or moved up to T2 |
Equal Player Rating: more verified maps first, then name A to Z.
Career points
Players also keep a record of what they helped their teams achieve. Career points are separate from Player Rating and never change it.
A player's Career total uses the same top-5, 12-month weighting as team CP. Career points follow the player between teams and show on the profile with every achievement listed.
What scrims do, and never do
- Scrims are matched by Class and time. Reliability badges come from scrims and matches.
- Class comes only from verified league and tournament results. Scrim wins never count.
- Scrims never change Player Rating, and scrim results never appear on a public page.
- Scrims never ban maps. Both teams pick maps together from the nine-map pool.
What this page leaves out
To keep the system hard to game, three things are not published: the anti-abuse thresholds, the scrim fit weights, and the hidden Team Strength Rating that the C part of M uses.
Map image: Ubisoft