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Progression·Ranked ·akaranked, ranks, mmr

Ranked, MMR & leaderboard

Ranked, MMR & leaderboard

There's one queue and a hidden MMR behind it — your Initiate-to-Eternus badge is just a weekly snapshot of where that number sits, recalculated every Tuesday.

4 skill tiers with per-match benchmarks below
How it works

Ranked is the competitive ladder: a hidden rating (MMR) tracks your skill and surfaces as a named badge from Initiate up to Eternus. The regional leaderboard lists the top players by MMR — it is a list of people, not a hero tier list.

The rank ladder

There are 11 named ranks, lowest to highest: Initiate, Seeker, Alchemist, Arcanist, Ritualist, Emissary, Archon, Oracle, Phantom, Ascendant and Eternus. Each rank splits into six subranks shown as the badges I, II, III, IV, V and a final star (VI) — so the ladder is 66 steps in total. Your badge number is just tier x 10 + subrank, which is why Arcanist IV reads as 44 and Phantom I reads as 91. Below all of that sits Obscurus, the provisional state: every account starts there and your badge stays Obscurus until you've built up a match history (commonly cited as around 50 games) on an account in good standing. Ranks don't update live — they recompute and display once a week, every Tuesday, and you must play 7 ranked matches during the week to qualify for that week's badge. Miss the 7 games and your visible badge fades back to Obscurus, but your underlying MMR is kept and keeps working in the background. Most of the population clusters in the middle of the ladder around Emissary and Archon; Eternus is the genuine top and only a low-single-digit percentage of ranked players ever reach it.

MMR, the merged queue & the leaderboard

Since the matchmaking rework there is no separate 'normal' and 'ranked' — it's one primary queue, so every match you play feeds the system. The rating itself is hidden. You carry a Core MMR for your account plus a per-hero MMR stored as an offset from it, and the matchmaker pairs you on the hero you actually queued, not your account average — pick a hero you rarely play and you'll be matched closer to that hero's lower number. The named badge is just a human-readable label slapped on top of that hidden value. You can queue solo or in a party; larger and higher-ranked parties get tighter rank tolerances, which is why a stacked Eternus group waits longer for a fair game. The leaderboard is a separate thing: each region (North America, South America, Europe, Asia, Oceania) has a Top 1000 by Core MMR, plus a Top 1000 for every individual hero by Hero MMR. Read it as a list of the best players — name, rank badge, signature heroes — and not as a 'which hero is strongest' tier list.

Your post-match report card

Separate from your ladder badge, the end-of-match screen grades your individual stats against four fixed benchmark tiers — Bronze, Silver, Gold, Platinum (these are NOT the ranked ladder, just a per-game report card). The benchmarks are per-minute rates, so a short stomp and a long grind are judged on the same scale. Hero damage is the headline: the bar climbs from roughly 900/min at Bronze to 1,400 (Silver), 1,800 (Gold) and 2,300/min at Platinum. Damage taken works in reverse — taking less is better — tightening from about 6,600/min at Bronze down to 4,600 at Platinum, so face-tanking everything actively drags that grade down. Objective (boss) damage rises from around 300/min to 700, while net worth sits near 1,000 souls/min, and last hits, souls secured, souls denied, abilities upgraded and items purchased are each graded too. Use it as a mirror: it tells you category-by-category whether you under-farmed, ate too much damage, or ignored objectives — which is far more actionable than the single rank number.

How to play it

Climb by playing the matchmaker the way it actually scores you. Because rating is per-hero, the fastest gains come from a small pool — one or two comfort heroes — so each win lifts an MMR you're matched on rather than spreading thin across a roster the system rates low. Lock in your 7 games every week or your badge will quietly drop to Obscurus even though your true skill hasn't changed; treat the weekly badge as a snapshot, not your identity, and don't tilt over a single Tuesday swing. Chase consistency over heroics: the post-match benchmarks reward steady souls-per-minute, denies, objective damage and staying alive (low damage taken), which also happens to be exactly how you win games. Don't queue a brand-new hero in a match you care about — you'll be slotted near its untrained, lower Hero MMR. And read the leaderboard as a study tool: find a Top 1000 player on your main, watch their item timings and lane decisions, and steal what works rather than treating the list as bragging rights.

Update history5
12-06-2024 UpdateDec 06, 2024
  • For each player on the main leaderboard, you can see their top 3 heroes as well as their overall skill rating
11-21-2024 UpdateNov 21, 2024
  • This update includes a new version of the matchmaker. The matchmaking pools are no longer split between normal and ranked, there is only one primary matchmaking mode and there are no limited hours.
  • Leaderboards are also included per region (North America, South America, Europe, Asia, Oceania). There is a top 1000 Core MMR leaderboard as well as a top 1000 Hero MMR leaderboard for each hero (for each region separately). To qualify for being considered in leaderboards in general, you must have 50 games played in the last 30 days. To qualify for a specific hero's leaderboard, you must have played at least 20 games on that hero in the past 30 days.
  • Given the updated no hour limits, if we think a match is a bad quality (like 5am games where there weren't a lot of players to pick from), we will weigh the match less heavily towards a rank update relative to what we would do with an average quality match.
  • There is an option to notify you anytime your rank levels up. There is also an option to show the average badge of each team for the post game.
10-24-2024 UpdateOct 24, 2024
  • Added Rank badge to matches on the Watch page
  • Added Rank History tab to profile, currently only visible for yourself. You can click on previous ranks to view the Rank Report summary for that interval
  • Fixing hitting ESC to close to intro movie also closing the ranked summary popup
10-18-2024 UpdateOct 18, 2024
  • Ranked
10-10-2024 UpdateOct 10, 2024
  • Added Ranked mode
  • We are experimenting with a different approach to Ranked during early development, we expect to iterate on it in the future. The focus of this mode will be on concentrating players into specific time windows where they can opt into games where the primary focus is on game quality.
  • When in this mode, you will only be matched with players that have the same medal as you. There are 11 medals in total with 6 levels in each. Everyone's medal and levels will be displayed in these ranked games.
  • In order to make sure there are enough data to cross reference with other players, you must play at least 7 games in order to be eligible to receive a rank for that week. If at any time you didn't have 7 games played in the previous week, your medal will be marked as undefined until you play enough and earn a new medal the following Tuesday.
Raw dataidentity & API

identity

id
mechanic_ranked_and_leaderboard
slug
ranked-and-leaderboard
category
progression
flowStage
ranked
aliases
ranked, ranks, mmr, matchmaking rating, rating, core mmr, hero mmr, rank up, promotion, deranking, decay, eternus, obscurus, subrank, division, badge, leaderboard, top players, rankings, rank distribution, stats, performance, grade, benchmarks, what rank am I, ранг, лидерборд
sourcePath
manual:mechanics/ranked-and-leaderboard
updatedAt
2026-06-06T00:00:00.000Z