Team ranking

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.

TeamScore illustration

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.

1Base

Win rate

The starting point: wins over total Flex 5 games tracked for the team. Everything else scales this number up or down.

wins ÷ games
2Confidence

Sample 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)
3Context

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 , 1.75
4Activity

Recency

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 , 1.00
Final formula

TeamScore = 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 trackedFactor
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.

Iron× 0.70
Bronze× 0.78
Silver× 0.86
Gold× 0.95
Platinum× 1.05
Emerald× 1.15
Diamond× 1.28
Master× 1.45
Grandmaster× 1.60
Challenger× 1.75
Unranked / unknown× 1.00

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 gameFactor
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.

Leaderboards

Teams on /teams and each regional leaderboard are sorted by TeamScore descending.

TeamScore leaderboard preview

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.

Team page TeamScore card preview