How the TeamScore ranks your team
A single number that combines how often you win, how much you've played, how strong the roster actually is, and how recently you've been active, so the leaderboard stays honest across every elo and doesn't let elo-sitters camp the top.
Looking for the per-player rating instead? See the MVP Score.

Why not just win rate?
Win rate alone tells half the story. The TeamScore layers two other signals on top so a quick hot streak can't out-rank a team that actually grinds, and so tier differences are accounted for.
Volume matters
4 wins in a row proves nothing. 30 games at 55% proves a lot. Small samples are softened so one good evening doesn't vault you to the podium.
Skill context matters
Farming a 60% win rate in Bronze and in Master is not the same achievement. We pull each roster's live Flex rank and adjust the score so the comparison stays fair.
Recent activity matters
A team that stopped queuing three months ago shouldn't keep a top-5 spot. A gentle decay nudges inactive rosters down the board without deleting their history.
The four pillars
Each pillar is a multiplier on the one before, and none of them can carry the score alone.
Win rate
The starting point: wins over total Flex 5 games tracked for the team. Everything else scales this number up or down.
wins ÷ gamesSample size
Softens the score when we've tracked few games. A team needs 20 games to have its win rate count at full value.
× factor (0.45 , 1.00)Tier weight
Roster-wide Flex tier (live from Riot). High elo boosts, low elo softens, unranked stays neutral so nobody is penalised for missing data.
× 0.70 , 1.75Recency
Based on the date of your most recent Flex 5 game. Two weeks cost you nothing, then a mild decay kicks in so idle teams slowly slide down the board.
× 0.50 , 1.00TeamScore = winRate × sampleFactor × tierWeight × recencyWeight
displayed as TeamScore × 100
A tie-break of + 0.001 per win is added so two identical teams don't collide on the exact same value.
Sample size factor
More tracked games, more trust in the win rate.
| Games tracked | Factor |
|---|---|
| Under 5 | × 0.45 |
| 5 , 9 | × 0.75 |
| 10 , 14 | × 0.85 |
| 15 , 19 | × 0.95 |
| 20 + | × 1.00 |
Tier weight
Average Flex tier of the roster, pulled live from Riot on refresh.
Recency factor
Days since your team's most recent Flex 5 game. Teams that keep queuing stay at full value, elo-sitters fade.
| Time since last game | Factor |
|---|---|
| Under 2 weeks | × 1.00 |
| 2 , 4 weeks | × 0.95 |
| 1 , 2 months | × 0.85 |
| 2 , 4 months | × 0.70 |
| 4+ months | × 0.50 |
Same win rate, three scores
All three teams sit at exactly 60% win rate, but sample size and tier shift them apart on the leaderboard.
Bronze Brawlers
6W / 4L · Bronze
- winRate0.60
- sample× 0.85
- tier× 0.78
- TeamScore40.4
Emerald Enjoyers
18W / 12L · Emerald
- winRate0.60
- sample× 1.00
- tier× 1.15
- TeamScore70.8
Master Stackers
24W / 16L · Master
- winRate0.60
- sample× 1.00
- tier× 1.45
- TeamScore89.4
Where you'll see it
The TeamScore drives two places in the app: the leaderboards and each team's score card.
Team page score card
Each team page shows the TeamScore card with rank context and the same Flex tier signal used in the leaderboard formula.

