Article
Vincenzo "Skulz" Milella
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8 comments
Article
Vincenzo "Skulz" Milella
area
8 comments

The rank distribution and percentage of players per level in Valorant. Discover the true value of your skills and the information shared by Game Director Ziegler and the entire Riot development team.
Data Source
Finally, Riot released theirsAPIs for Valorant, so as of December 2020 I will be providing official ranking data based on the entire player base.
There are various websites that collect and share this data, and after researching the most reliable ones, I concluded that there are almost no differences between their tools.
The statistics in the graphs and tables below take into account all competitive matches in each region.
I'll be updating the data regularly so we have an idea of how the rank distribution is evolving over time and if there are any changes.
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Summary of ranked matchmaking changes
Patch 5.0
New Rank: Ascendant
Added an additional rank above Diamond, below Immortal, called "Ascendant".
We feel our lower ranks have too many of them, especially Bronze and Silver. When we looked at the rank distribution, we found that if we promoted some of you up and out of those lower ranks, Platinum and Diamond would become crowded. So by adding a new rank, we can spread it more evenly across the ranks, preserve the prestige of high ranks, and help better define each rank's skill level.
The rank MMR targets that determine rank have been moved down for all ranks below Ascendant due to the addition of the new rank Ascendant. Rank target for Immortal 1/2/3 and Radiant moved up.
These are the caps that say "You must have X MMR to reach this rank." MMR goals determine your RR gains and help improve your rank to match your MMR.
This means that players rise when they are below the Ascendant.
To match our expectations of what it means to be in the higher ranks of VALORANT, Immortal+ players will have a harder time getting back up to their previous Episode Rank. This means that Immortal will also have a smaller population on the leaderboards in all regions.
Episode 5 reset rank
Due to the seasonal reset, you may not see a rank increase early in the episode without doing some work. but the reboot will be "less severe" compared to the last episode's reboot. So since we're pushing the player base up to fill Ascendant, the reset won't hit them as hard.
Next time we reset the ranks it will likely push down more than resetting this episode. Keep in mind that the "less severe" reset due to the introduction of Ascendant is exclusive to this episode.
Ascendant faction limits are 3 ranks above or below the Ascendant ranked player.
This aligns with our Platinum+ ruleset for grouping.
The highest allowable placement has been increased to Ascendant 1 (previously Diamond 1).
The 25% RR penalty on five stacks now starts on Immortal 1 (was Diamond 3).
Solo/duo/5-stack limit now starts at Immortal 1 (was Diamond 3).
Keep in mind that previously, Diamond 3 and above could only solo, duo, and 5-stack. This limitation now begins in Immortal 1.
By adding another rank, we were able to bring the five stack penalty and solo/duo caps to Immortal. That makes it easier, Immortal is the top of the leaderboard and that's why we're trying to make players more accountable for their positions.
November 2022
The table reacts. If you're using a phone, you may need to turn it sideways to get a full view. Otherwise, zoom in or tap the gray area to pan.
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 0,5% | platinum 1 | 6,4% |
Hierro 2 | 1,8% | platinum 2 | 5,3% |
Hierro 3 | 4,5% | platinum 3 | 4,6% |
Bronze 1 | 4,9% | Diamond 1 | 4,4% |
Bronze 2 | 6,0% | Diamond 2 | 3,4% |
Bronze 3 | 6,1% | Diamond 3 | 2,8% |
Platte 1 | 7,5% | climber 1 | 2,3% |
Plata 2 | 7,1% | climber 2 | 1,5% |
Platte 3 | 7,3% | Ascendant 3 | 1,1% |
Oro 1 | 7,6% | immortal 1 | 0,9% |
Oro 2 | 6,8% | immortal 2 | 0,2% |
Oro 3 | 6,4% | immortal 3 | 0,1% |
radiant | 0,03% |
Distribution:
Hierro: 6,8%
Bronze: 17 %
Platte: 21,9%
Gold: 20,8 %
Platinum: 16.3%
Diamond: 10.6%
Ascendant: 4.9%
Immortal: 1.2%
Radiant: 0.03%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 12.3% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 99,5 | platinum 1 | 33.0 |
Hierro 2 | 99,0 | platinum 2 | 26.6 |
Hierro 3 | 97.2 | platinum 3 | 21.3 |
Bronze 1 | 92.7 | Diamond 1 | 16.7 |
Bronze 2 | 87.8 | Diamond 2 | 12.3 |
Bronze 3 | 81.8 | Diamond 3 | 8.9 |
Platte 1 | 75.7 | climber 1 | 6.1 |
Plata 2 | 68.2 | climber 2 | 3.8 |
Platte 3 | 61.1 | Ascendant 3 | 2.3 |
Oro 1 | 53.8 | immortal 1 | 1.2 |
Oro 2 | 46.2 | immortal 2 | 0,3 |
Oro 3 | 39.4 | immortal 3 | 0,1 |
radiant | 0,03 |
Classified Data: Groups and AFK
Grouping with a lower ranked friend, even at 5 stacks, will not negatively impact your MMR or RR gains! This is because your RR gains are based on your MMR, not the difficulty of the opponents you're up against.
We are not smoothing RR loss due to AFK for two main reasons, toxicity and manipulation. If you lost less RR due to AFK, the bad actors would intimidate the lowest player on the ranked list to get him to AFK so he loses less RR.
Information shared by @RiotEvrMoar
October 2022
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 0,5% | platinum 1 | 6,5% |
Hierro 2 | 1,7% | platinum 2 | 5,2% |
Hierro 3 | 4,7% | platinum 3 | 4,6% |
Bronze 1 | 4,9% | Diamond 1 | 4,3% |
Bronze 2 | 6,4% | Diamond 2 | 3,2% |
Bronze 3 | 6,4% | Diamond 3 | 2,5% |
Platte 1 | 8,0% | climber 1 | 2,0% |
Plata 2 | 7,2% | climber 2 | 1,3% |
Platte 3 | 7,4% | Ascendant 3 | 0,9% |
Oro 1 | 7,7% | immortal 1 | 0,6% |
Oro 2 | 6,9% | immortal 2 | 0,2% |
Oro 3 | 6,5% | immortal 3 | 0,1% |
radiant | 0,03% |
Distribution:
Hierro: 6,9%
Bronze: 17,7 %
Platte: 22,6%
Oro: 21,1%
Platinum: 16.3%
Diamond: 10%
Ascendant: 4.2%
Immortal: 0.9%
Radiant: 0.03%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 10.8% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 99,7 | platinum 1 | 31.4 |
Hierro 2 | 99.2 | platinum 2 | 24,9 |
Hierro 3 | 97,5 | platinum 3 | 19.7 |
Bronze 1 | 92.8 | Diamond 1 | 15.1 |
Bronze 2 | 87,9 | Diamond 2 | 10.8 |
Bronze 3 | 81.5 | Diamond 3 | 7.6 |
Platte 1 | 75.1 | climber 1 | 5.1 |
Plata 2 | 67.1 | climber 2 | 3.1 |
Platte 3 | 59,9 | Ascendant 3 | 1.8 |
Oro 1 | 52.5 | immortal 1 | 0,9 |
Oro 2 | 44.8 | immortal 2 | 0,3 |
Oro 3 | 37,9 | immortal 3 | 0,1 |
radiant | 0,03 |
classified facts
On average it takes 20-40 games for your rank to reach your MMR. That means if you're playing 20-40 ranked games during an episode, you should be at or near your MMR. This is the easiest way to tell if you are close to your MMR, except +/- RR.
We've seen the longest time a player has reached their rank/MMR after 100 games. We believe that these can be manipulated, e.g. B. intentional losing streak, or just plain bad luck. So go and play some games, do your best and you should be at your MMR after 40 games.
Information shared by @RiotEvrMoar
September 2022
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 0,4% | platinum 1 | 6,4% |
Hierro 2 | 1,6% | platinum 2 | 5,2% |
Hierro 3 | 4,3% | platinum 3 | 4,6% |
Bronze 1 | 4,8% | Diamond 1 | 4,3% |
Bronze 2 | 6,3% | Diamond 2 | 3,3% |
Bronze 3 | 6,4% | Diamond 3 | 2,5% |
Platte 1 | 8,0% | climber 1 | 2,1% |
Plata 2 | 7,4% | climber 2 | 1,3% |
Platte 3 | 7,5% | Ascendant 3 | 0,9% |
Oro 1 | 7,7% | immortal 1 | 0,7% |
Oro 2 | 6,9% | immortal 2 | 0,2% |
Oro 3 | 6,5% | immortal 3 | 0,1% |
radiant | 0,03% |
Distribution:
Hierro: 6,3%
Bronze: 17,5 %
Platte: 22,9%
Oro: 21,1%
Platinum: 16.2%
Diamond: 10.1%
Ascendant: 4.3%
Immortal: 1%
Radiant: 0.03%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 11.1% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 99,4 | platinum 1 | 31.6 |
Hierro 2 | 99 | platinum 2 | 25.2 |
Hierro 3 | 97.4 | platinum 3 | 20 |
Bronze 1 | 93.1 | Diamond 1 | 15.4 |
Bronze 2 | 88.3 | Diamond 2 | 11.1 |
Bronze 3 | 82 | Diamond 3 | 7.8 |
Platte 1 | 75,6 | climber 1 | 5.3 |
Plata 2 | 67.6 | climber 2 | 3.2 |
Platte 3 | 60.2 | Ascendant 3 | 1.9 |
Oro 1 | 52.7 | immortal 1 | 1 |
Oro 2 | 45 | immortal 2 | 0,3 |
Oro 3 | 38.1 | immortal 3 | 0,1 |
radiant | 0,03 |
Rank data: what determines your rank score (RR)
4 things determine your RR: Win/Loss, Lap Difference, Performance Bonus and Convergence.
Convergence multiplies your total RR by the distance between your MMR and your rank. It is the strongest win, its range is more than 3 of its MMR. In addition, you double the range.
This means if you don't double the rank you are within 3 ranks of your MMR. If your points start to normalize and get roughly the same points for a win/loss, that means you're probably in your MMR. Once you get "closer" to your MMR, it's very difficult for your rank and MMR to drift apart.
Normally, you only have your rank by ranking below your MMR. We ask you to "Play X matches to prove your rank". It makes it so that you cannot slide and you have to play matches to prove your rank; You might have been the Super Bowl champion last year, but this season you have to do it again.
Information shared by @RiotEvrMoar
August 2022
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 0,4% | platinum 1 | 6,0% |
Hierro 2 | 1,5% | platinum 2 | 4,9% |
Hierro 3 | 5,2% | platinum 3 | 4,3% |
Bronze 1 | 5,1% | Diamond 1 | 4,0% |
Bronze 2 | 7,5% | Diamond 2 | 2,8% |
Bronze 3 | 7,1% | Diamond 3 | 2,0% |
Platte 1 | 9,3% | climber 1 | 1,6% |
Plata 2 | 7,7% | climber 2 | 1,0% |
Platte 3 | 7,6% | Ascendant 3 | 0,6% |
Oro 1 | 7,6% | immortal 1 | 0,4% |
Oro 2 | 6,8% | immortal 2 | 0,2% |
Oro 3 | 6,3% | immortal 3 | 0,1% |
radiant | 0,03% |
Distribution:
Hierro: 7,1%
Bronze: 19,7 %
Platte: 24,6%
Gold: 20,7 %
Platinum: 15.2%
Diamond: 8.8%
Ascendant: 3.2%
Immortal: 0.7%
Radiant: 0.03%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 8.7% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100.3 | platinum 1 | 27,9 |
Hierro 2 | 99,9 | platinum 2 | 21,9 |
Hierro 3 | 98.4 | platinum 3 | 17 |
Bronze 1 | 92,9 | Diamond 1 | 12.7 |
Bronze 2 | 87.8 | Diamond 2 | 8.7 |
Bronze 3 | 80.3 | Diamond 3 | 5.9 |
Platte 1 | 73.2 | climber 1 | 3.9 |
Plata 2 | 63,9 | climber 2 | 2.3 |
Platte 3 | 56.2 | Ascendant 3 | 1.3 |
Oro 1 | 48.6 | immortal 1 | 0,7 |
Oro 2 | 41 | immortal 2 | 0,3 |
Oro 3 | 34.2 | immortal 3 | 0,1 |
radiant | 0,03 |
Rank data: dodge cards, variance, high rank player duels
When deciding which map to play, we look at each player's last 5 games and select the least played map. If you dodge a card because you play it the least, you have a very good chance of getting it again! You also get -3 RR every time you dodge.
Playing more games doesn't make it harder to scale because of "averages". Instead of the total number of games played, we have "Variance" which represents the consistency of your performance at your current MMR/rank. Less than 35% of alternates achieve the same rank as their primary!
When he performs as expected, his variance drops, making his MMR harder to move. But when he starts performing outside of expectations, his variation opens up and lets his MMR progress rapidly! This replaces the idea of total games played MMR.
Because of this, winning streaks and winning duels against those high ranks really help you climb!
Avoiding the higher tier enemy can help you live longer, but it won't help you scale. If you can win duels and eliminate a higher ranked player, you'll get more MMR from them than if you defeated the least skilled player on the enemy team.
Information shared by @RiotEvrMoar
Use:On August 20th, EvrMoar, Valorant's Senior Competitive Designer, used data from Esports Tales while explaining how matchmaking works.
July 2022
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 0,3% | platinum 1 | 5,6% |
Hierro 2 | 1,2% | platinum 2 | 4,6% |
Hierro 3 | 5,1% | platinum 3 | 4,2% |
Bronze 1 | 5% | Diamond 1 | 3,7% |
Bronze 2 | 8,2% | Diamond 2 | 2,6% |
Bronze 3 | 7,7% | Diamond 3 | 1,8% |
Platte 1 | 10,5% | climber 1 | 1,4% |
Plata 2 | 8,1% | climber 2 | 0,9% |
Platte 3 | 7,7% | Ascendant 3 | 0,5% |
Oro 1 | 7,4% | immortal 1 | 0,3% |
Oro 2 | 6,7% | immortal 2 | 0,1% |
Oro 3 | 6,1% | immortal 3 | 0,1% |
radiant | 0,02% |
Distribution:
Hierro: 6,6%
Bronze: 20,9 %
Platinum: 26.3%
Gold: 20,2 %
Platinum: 14.4%
Diamond: 8.1%
Ascendant: 2.8 %
Immortal: 0.5%
Radiant: 0.02%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 7.7% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 99,8 | platinum 1 | 25,8 |
Hierro 2 | 99,5 | platinum 2 | 20.2 |
Hierro 3 | 98.3 | platinum 3 | 15.6 |
Bronze 1 | 93.2 | Diamond 1 | 11.4 |
Bronze 2 | 88.2 | Diamond 2 | 7.7 |
Bronze 3 | 80 | Diamond 3 | 5.1 |
Platte 1 | 72.3 | climber 1 | 3.3 |
Plata 2 | 61.8 | climber 2 | 1.9 |
Platte 3 | 53.7 | Ascendant 3 | 1 |
Oro 1 | 46 | immortal 1 | 0,5 |
Oro 2 | 38.6 | immortal 2 | 0,2 |
Oro 3 | 31,9 | immortal 3 | 0,1 |
radiant | 0,02 |
Summary of ranked matchmaking changes
Patch 4.8
Reduced range rating win/loss penalty for various 5-stack setups.
If everyone in your group is Iron-Diamond 2:
There is no RR penalty if you are in normal grouping.
25% RR penalty for all players when a player falls out of normal faction.
If someone in your party is Diamond 3 - Immortal 3 (but no one in your party is Radiant):
25% RR penalty for all players.
When someone in your group is beaming:
75% RR penalty for all players.
Adjusted matchmaking to reduce cooldown for 5 stacks.
Patch 4.0
Reduced rank qualification penalty of 5 stacks
After getting our initial data on 5 stacks in rank, we realized that we may have been too harsh with the penalty you take on your RR wins/losses while on a 5 stack It's hard for you to attract a higher ranked player and possibly promote a lower ranked player. Based on this data, we reduce the penalties for the lower ranks.
Players at Diamond 2 and below will have their RR penalty reduced by 25% compared to their current balance. This means that the new minimum penalty is a 25% reduction in win/loss compared to the previous 50%.
We've only made this change for ranks that don't count or are on the leaderboard to maintain the integrity of the leaderboard.
Increased map randomization
We've increased the weight of our maps, which should result in an increase in map variety and a reduction in map duplication from match to match.
Episode 4 reset rank
In each episode the highest place you can place is Diamond 1 and we will knock down all ranks. You can expect to be (usually) 1-4 ranks lower than the last episode. Higher ranks will be more degraded due to leaderboard ranks, scaling issues, skill atrophy, etc.
Each Act, we simply reset the leaderboard and set all players to 10% of their current RR (if ranked). Everyone else only has to play 1 location and will get their previous rank back from the previous act.
These rules have been in effect since Episode 2, so expect them to apply and the changes to be announced.
I see many threads about rank reset in Episode 4. Yes, each episode will lower your rank because we are doing a ranked squish.
Each episode is competitively different from the previous episode. We hope you'll put your skills to the test, especially as the community continues to evolve and improve.
It allows us to celebrate your achievements in every episode.
It allows us to delete accounts that may be dropping in rank or may have gained a rank that may not match their current skill level. We need resets like this to ensure our ranks better reflect player skill levels.
It can be very frustrating, I understand. But if you really belong to a certain skill level, you will get there. Just because you gold/plat/immortal/etc. doesn't mean you can't do it again. And if he can't reach that rank again, has he earned it this season?
— EvrMoar - Valorant Senior Competitive Designer
June 2022
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 3,2% | platinum 1 | 4,1% |
Hierro 2 | 4,1% | platinum 2 | 2,8% |
Hierro 3 | 6,6% | platinum 3 | 2,1% |
Bronze 1 | 7,5% | Diamond 1 | 1,8% |
Bronze 2 | 9,3% | Diamond 2 | 1,3% |
Bronze 3 | 9,0% | Diamond 3 | 1,0% |
Platte 1 | 10,0% | immortal 1 | 0,9% |
Plata 2 | 8,8% | immortal 2 | 0,3% |
Platte 3 | 8,3% | immortal 3 | 0,2% |
Oro 1 | 7,9% | radiant | 0,03% |
Oro 2 | 5,9% | ||
Oro 3 | 4,8% |
Distribution:
Hierro: 13,9%
Bronze: 25,8 %
Platte: 27,1%
Oro: 18,6%
Platinum: 9%
Diamond: 4.1%
Immortal: 1.4%
Radiant: 0.03%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 3.7% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 99,9 | platinum 1 | 14.5 |
Hierro 2 | 96.7 | platinum 2 | 10.4 |
Hierro 3 | 92.6 | platinum 3 | 7.6 |
Bronze 1 | 86,0 | Diamond 1 | 5.5 |
Bronze 2 | 78.5 | Diamond 2 | 3.7 |
Bronze 3 | 69.2 | Diamond 3 | 2.4 |
Platte 1 | 60.2 | immortal 1 | 1.4 |
Plata 2 | 50.2 | immortal 2 | 0,5 |
Platte 3 | 41.4 | immortal 3 | 0,2 |
Oro 1 | 33.1 | radiant | 0,03 |
Oro 2 | 25.2 | ||
Oro 3 | 19.3 |
classified facts
Each queue has its own MMR, but if this is your first time entering a ranked list, let's look at other playlists (e.g. unranked) to get an idea of where to start. With other modes and locations, we have a good idea of where it belongs.
For this reason we are also working very hard to fight bots/accounts bought! You can get rid of the matchmaker and set up an account with rigged MMR. If you have an alternative, our matchmaker should be able to quickly move your MMR unless it's been bought and tampered with.
Our matchmaker does not try to single out a highly qualified player. We get the player/party that has been in the queue the longest, look at their MMR, and track all nearby players in MMR. We have tested equipment combinations and selected the fairest.
Looking at team combinations, we have rules for how far apart each player/team's MMR can be, forcing the matchmaker to play 50:50 matches. If we can't find a fair match for that group, we discard the match and try the second player/group in the longest queue.
Information shared by @RiotEvrMoar
May 2022
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 2,1% | platinum 1 | 4,4% |
Hierro 2 | 3,1% | platinum 2 | 3,1% |
Hierro 3 | 5,6% | platinum 3 | 2,4% |
Bronze 1 | 6,8% | Diamond 1 | 2,1% |
Bronze 2 | 8,8% | Diamond 2 | 1,5% |
Bronze 3 | 8,9% | Diamond 3 | 1,3% |
Platte 1 | 10,2% | immortal 1 | 1,3% |
Plata 2 | 9,2% | immortal 2 | 0,5% |
Platte 3 | 8,7% | immortal 3 | 0,2% |
Oro 1 | 8,1% | radiant | 0,03% |
Oro 2 | 6,3% | ||
Oro 3 | 5,1% |
Distribution:
Hierro: 10,8%
Bronze: 24,5 %
Platinum: 28.1%
Gold: 19,5 %
Platinum: 9.9%
Diamond: 4.9%
Immortal: 2.0%
Radiant: 0.03%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 4.8% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 99,7 | platinum 1 | 16.8 |
Hierro 2 | 97.6 | platinum 2 | 12.4 |
Hierro 3 | 94.5 | platinum 3 | 9.3 |
Bronze 1 | 88,9 | Diamond 1 | 6.9 |
Bronze 2 | 82.1 | Diamond 2 | 4.8 |
Bronze 3 | 73.3 | Diamond 3 | 3.3 |
Platte 1 | 64.4 | immortal 1 | 2.0 |
Plata 2 | 54.2 | immortal 2 | 0,7 |
Platte 3 | 45,0 | immortal 3 | 0,2 |
Oro 1 | 36.3 | radiant | 0,03 |
Oro 2 | 28.2 | ||
Oro 3 | 21,9 |
classified facts
Your RR point gains are not determined by the difficulty of the opponents you face, but by your MMR. Just because you're first on the scoreboard doesn't mean you get more RR than the player at the back of your team.
Matchmaking doesn't try to "get you a 50% win rate". As you play matches, your MMR tells us your skill level. This means we can use you in matches of your skill where you have a 50/50 chance of winning. This, of course, drives you towards a 50% win rate!
This is also a good reason why looking at your win rate over the last 10-20 games can give you a good indication of whether you should level up! If you win more than 50% of your matches, the matchmaker will move you up (along with your MMR) to make fairer matches.
Information shared by @RiotEvrMoar
April 2022
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 2,5% | platinum 1 | 3,9% |
Hierro 2 | 3,5% | platinum 2 | 2,7% |
Hierro 3 | 6,5% | platinum 3 | 2,1% |
Bronze 1 | 7,5% | Diamond 1 | 1,8% |
Bronze 2 | 9,8% | Diamond 2 | 1,3% |
Bronze 3 | 9,3% | Diamond 3 | 1,0% |
Platte 1 | 10,7% | immortal 1 | 0,9% |
Plata 2 | 9,2% | immortal 2 | 0,4% |
Platte 3 | 8,5% | immortal 3 | 0,3% |
Oro 1 | 7,7% | radiant | 0,03% |
Oro 2 | 5,8% | ||
Oro 3 | 4,6% |
Distribution:
Hierro: 12,5%
Bronze: 26,6 %
Platte: 28,4%
Oro: 18,1%
Platinum: 8.7%
Diamond: 4.1%
Immortal: 1.6%
Radiant: 0.03%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 3.9% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100.3 | platinum 1 | 14.4 |
Hierro 2 | 97.8 | platinum 2 | 10.5 |
Hierro 3 | 94.3 | platinum 3 | 7.8 |
Bronze 1 | 87.8 | Diamond 1 | 5.7 |
Bronze 2 | 80.3 | Diamond 2 | 3.9 |
Bronze 3 | 70.5 | Diamond 3 | 2.6 |
Platte 1 | 61.2 | immortal 1 | 1.6 |
Plata 2 | 50.5 | immortal 2 | 0,7 |
Platte 3 | 41 | immortal 3 | 0,3 |
Oro 1 | 32.5 | radiant | 0,03 |
Oro 2 | 24,8 | ||
Oro 3 | 19 |
– EvrMoar (@RiotEvrMoar)1. April 2022Secret Facts Friday!
Each rank, down to Immortal, has the same separate MMR. This means that a Silver 1 vs Silver 3 has the same MMR difference as Plat 1 vs Plat 3. This is so you always feel the same "skill difference" with opponents based on how many ranks they are you separate!
March 2022
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 2,3% | platinum 1 | 3,8% |
Hierro 2 | 3,4% | platinum 2 | 2,8% |
Hierro 3 | 6,2% | platinum 3 | 2,1% |
Bronze 1 | 7,4% | Diamond 1 | 1,8% |
Bronze 2 | 9,6% | Diamond 2 | 1,4% |
Bronze 3 | 9,5% | Diamond 3 | 1,1% |
Platte 1 | 10,8% | immortal 1 | 1,1% |
Plata 2 | 9,4% | immortal 2 | 0,4% |
Platte 3 | 8,6% | immortal 3 | 0,2% |
Oro 1 | 7,6% | radiant | 0,03% |
Oro 2 | 5,8% | ||
Oro 3 | 4,7% |
Distribution:
Hierro: 11,9%
Bronze: 26,5 %
Platte: 28,8%
Oro: 18,1%
Platinum: 8.7%
Diamond: 4.3%
Immortal: 1.7%
Radiant: 0.03%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 3.1% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100 | platinum 1 | 14.7 |
Hierro 2 | 97.7 | platinum 2 | 10.9 |
Hierro 3 | 94.3 | platinum 3 | 8.1 |
Bronze 1 | 88.1 | Diamond 1 | 6 |
Bronze 2 | 80.7 | Diamond 2 | 4.2 |
Bronze 3 | 71.1 | Diamond 3 | 2.8 |
Platte 1 | 61.6 | immortal 1 | 1.7 |
Plata 2 | 50.8 | immortal 2 | 0,6 |
Platte 3 | 41.4 | immortal 3 | 0,2 |
Oro 1 | 32.8 | radiant | 0,03 |
Oro 2 | 25.2 | ||
Oro 3 | 19.4 |
Is there a Smurftail in Valorant?
There is no smurf queue, and if an account ranks faster, it's because it's doing better. We don't have a line of winners or losers. Some people bring it up a lot; This has no benefit and only reduces the creation of fair games (which is our goal to have the fairest games).
Lower ranks use more match MMR and higher ranks use more win/loss MMR. Encounter cares more about who you beat in duels, Win/Loss cares more about who you win the match against. Players who win duels and win matches will scale faster than players who only do one or the other.
The only reason an account gets stuck is that the performance on that account is different. You can watch TenZ and see how he achieves Radiant MMR in 20 games. MMR is just a ladder: hit people and you steal their place and climb the ladder.
— EvrMoar - Valorant Senior Competitive Designer
– EvrMoar (@RiotEvrMoar)March 4, 2022Secret Facts Friday!
Each queue has its own MMR! Yes, that means you could be immortal MMR in Spike Rush!
February 2022
Episode 4 Act I landed on January 11th. So I've decided to wait a few weeks before collecting rank distribution data to show reliable stats.
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 2,3% | platinum 1 | 2,8% |
Hierro 2 | 3,1% | platinum 2 | 2,0% |
Hierro 3 | 7,8% | platinum 3 | 1,5% |
Bronze 1 | 8,1% | Diamond 1 | 1,6% |
Bronze 2 | 12,8% | Diamond 2 | 1,2% |
Bronze 3 | 10,8% | Diamond 3 | 0,7% |
Platte 1 | 13,0% | immortal 1 | 0,4% |
Plata 2 | 9,3% | immortal 2 | 0,2% |
Platte 3 | 7,6% | immortal 3 | 0,1% |
Oro 1 | 6,0% | radiant | 0,02% |
Oro 2 | 4,6% | ||
Oro 3 | 3,6% |
Distribution:
Hierro: 13,2%
Bronze: 31,7 %
Platte: 29,9%
Oro: 14,1%
Platinum: 6.3%
Diamond: 3.5%
Immortal: 0.7%
Radiant: 0.02%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 3.1% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100 | platinum 1 | 11 |
Hierro 2 | 97.7 | platinum 2 | 8.2 |
Hierro 3 | 94.6 | platinum 3 | 6.2 |
Bronze 1 | 86.8 | Diamond 1 | 4.7 |
Bronze 2 | 78.7 | Diamond 2 | 3.1 |
Bronze 3 | 65,9 | Diamond 3 | 1.9 |
Platte 1 | 55.1 | immortal 1 | 0,7 |
Plata 2 | 42.1 | immortal 2 | 0,3 |
Platte 3 | 32.8 | immortal 3 | 0,1 |
Oro 1 | 25.2 | radiant | 0,02 |
Oro 2 | 19.2 | ||
Oro 3 | 14.6 |
Summary of ranked matchmaking changes
Patch 3.10
To reduce smurfing, we are removing all rank restrictions for 5-stack groups in Competitive Queue.
Our data has shown that the most common reason players smurf is because they want to play with their friends outside of our current leaderboard limits. Removing these restrictions specifically for stacks of 5 means you can play with your friends regardless of the restrictions placed on smaller groups in the competitive queue.
In implementing this change, we are also adjusting the ruleset for these types of groups to mitigate competitive integrity issues that high skill groups could cause.
Along with the 5 stack changes, we are also removing 4 stacks from the competitive queue. These types of groups tend to leave the player alone in the queue with a relatively poor gaming experience, and we believe removing this option will result in a significant reduction in overall toxicity reports.
— Matthew Le, Valorant competition producer
If everyone in your party is Diamond 2 or below:
You can expect longer wait times as we are just matching your team against another similar average 5MMR stack.
Rank qualification wins and losses will be reduced when playing in a stack of 5 outside of our current rank limit rules. The amount by which your RR adjusts depends on the rank differences within the group.
Let's look at a few case studies:
You celebrate with 4 of your friends. The lowest team member is Silver 1 and the highest is Platinum 1. Your team will be granted a 50% RR reduction as the highest and lowest members are ranked outside of the standard party limits.
In the same group, 1 team member leaves your other friend who is Bronze 1 and brings them with them. Now the skill disparity has increased to 4 ranks outside of the standard party limits. As a result, your team will get a 75% RR reduction.
If one or more members of your party are Diamond 3 or higher:
Your expected wait times can vary wildly and increase dramatically as you will be waiting indefinitely for another similar 5MMR stack to be played.
At least 50% RR reduction is applied to all groups of 5, including a member of those ranks, and this amount can increase to 90% as skill mismatch increases.
Let's look at a few examples of this:
4 of your party members are Immortals and one of your friends is Diamond 2. The entire squad has a 75% reduction in RR gains and losses due to rank differences.
Your team works until your Diamond 2 friend reaches Diamond 3. The whole team now gets a 50% reduction in RR wins and losses; A penalty that applies to each stack of 5s on Diamond 3 or higher.
If one or more members of your group are Radiants:
Similar to Diamond 3-plus, it waits indefinitely for you to play another batch of 5 similar MMRs, which could increase wait times drastically.
All parties with 5 people, including a member of these ranks, will have at least a 75% RR reduction applied. Playing a player under Radiant automatically reduces your potential RR by 90%.
Patch 3.5
Rank 1/2/3 level immortals are back!
The leaderboard will be updated to differentiate you at each immortality level.
Updated rank grouping restrictions to reflect the return of Immortal 1/2/3:
Diamond 1 → Immortal 1
Diamond 2 → Immortal 2
Diamond 3 → Immortal 3
Adjusted competitive rank distribution.
Patch 3.0
Matchmaking accuracy has been improved at all ranks.
While winning games is still the most important factor, individual performance is also taken into account in Immortal+.
Closed games have a small impact on the rating.
Adjusted rank qualification curves to make scaling or falling feel less volatile.
Updated range distribution.
Placement games increased to Diamond 1.
December 2021
There is no change to the rank distribution data shown in November.
November 2021
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 1,7% | platinum 1 | 4,7% |
Hierro 2 | 2,6% | platinum 2 | 3,2% |
Hierro 3 | 4,7% | platinum 3 | 2,4% |
Bronze 1 | 6,0% | Diamond 1 | 2,0% |
Bronze 2 | 7,9% | Diamond 2 | 1,5% |
Bronze 3 | 8,6% | Diamond 3 | 1,2% |
Platte 1 | 10,5% | immortal 1 | 1,2% |
Plata 2 | 9,9% | immortal 2 | 0,4% |
Platte 3 | 9,7% | immortal 3 | 0,2% |
Oro 1 | 9,0% | radiant | 0,04% |
Oro 2 | 6,9% | ||
Oro 3 | 5,6% |
Use: Starting this month, at the request of several readers, radiant is rounded to 2 decimal places to provide more accurate data.
Distribution:
Hierro: 9%
Bronze: 22,5 %
Platte: 30,1%
Gold: 21,5 %
Platinum: 10.3%
Diamond: 4.7%
Immortal: 1.8%
Radiant: 0.04%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 4.5% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100 | platinum 1 | 16.8 |
Hierro 2 | 98.2 | platinum 2 | 12.1 |
Hierro 3 | 95.6 | platinum 3 | 8.9 |
Bronze 1 | 90,9 | Diamond 1 | 6.5 |
Bronze 2 | 84,9 | Diamond 2 | 4.5 |
Bronze 3 | 77 | Diamond 3 | 3.0 |
Platte 1 | 68.4 | immortal 1 | 1.8 |
Plata 2 | 57,9 | immortal 2 | 0,6 |
Platte 3 | 48 | immortal 3 | 0,2 |
Oro 1 | 38.3 | radiant | 0,04 |
Oro 2 | 29.3 | ||
Oro 3 | 22.4 |
October 2021
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 1,7% | platinum 1 | 3,8% |
Hierro 2 | 2,8% | platinum 2 | 2,5% |
Hierro 3 | 5,7% | platinum 3 | 1,9% |
Bronze 1 | 6,8% | Diamond 1 | 1,5% |
Bronze 2 | 9,1% | Diamond 2 | 1,1% |
Bronze 3 | 9,5% | Diamond 3 | 0,8% |
Platte 1 | 11,6% | immortal 1 | 0,7% |
Plata 2 | 10,4% | immortal 2 | 0,3% |
Platte 3 | 9,8% | immortal 3 | 0,2% |
Oro 1 | 8,6% | radiant | 0,1% |
Oro 2 | 6,2% | ||
Oro 3 | 4,8% |
Distribution:
Hierro: 10,2%
Bronze: 25,4 %
Platte: 31,8%
Gold: 19,6 %
Platinum: 8.2%
Diamond: 3.4%
Immortal: 1.2%
Radiant: 0.1%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 3.2% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100 | platinum 1 | 12.9 |
Hierro 2 | 98.2 | platinum 2 | 9.1 |
Hierro 3 | 95.4 | platinum 3 | 6.6 |
Bronze 1 | 89.7 | Diamond 1 | 4.7 |
Bronze 2 | 82,9 | Diamond 2 | 3.2 |
Bronze 3 | 73.8 | Diamond 3 | 2.1 |
Platte 1 | 64.3 | immortal 1 | 1.3 |
Plata 2 | 52.7 | immortal 2 | 0,6 |
Platte 3 | 42.3 | immortal 3 | 0,3 |
Oro 1 | 32.5 | radiant | 0,1 |
Oro 2 | 23,9 | ||
Oro 3 | 17.7 |
As promised in the Ask Valorant devblog posted on August 27th, Riot has finally improved rank distribution in Valorant.
Based on the data, the average player is Silver 2, while Gold 1 is already well above average, reaching the 70+ percentile.
Only 13% of players rank between Platinum 1 and Radiant, while Diamond starts above the 95th percentile.
High-level players tend to complain about the state of matchmaking, but with only 1.3% of the player base on Immortal and even spread across multiple servers, matching people of similar skill sets is no easy feat.
smurf
Several players are fighting in the Gold and Platinum lobbies and it seems that Smurfs are one of the main causes of this situation. Fortunately, the developers are already working on smurf countermeasures.
Smurfing is a very hot topic right now and we are still working on our smurfing research which is nearing completion. We're currently talking about fixes and how to address this, and we understand that realistically nothing will "fix" smurfing. It's going to be a constant game of cat and mouse and we'll have to constantly adjust our systems to try and reduce smurfing rates/abilities.
— EvrMoar - Valorant Senior Competitive Designer
August 2021
Use:Radiant is in the top 500 and is therefore not shown in this chart.
Distribution:
Hierro: 14,4%
Bronze: 16,5 %
Platte: 38,7%
Gold: 21,9 %
Platinum: 5.5%
Diamond: 1.5%
Immortal: 0.5%
Radiant: 0.1%
Current and target range distributions
In the Ask Valorant developer blog published on August 27th, Jon Walker, Competitive Valorant Designer, shared the Episode 3 Act 1 rank distribution.
The numbers are pretty close to what we've released over the past few months, showing a disproportionate number of players at Silver ranks and below.
Jon explained that in Episode 3 they made several changes to refine matchmaking and improve match fairness, which ultimately impacted everyone's MMR.
We can safely say that our lower ranks have too many people in them and our upper ranks not enough.
Our goal now is to adjust the distribution to reduce the number of players in Silver and get everyone in the ranks they belong in.”
Below is the optimal rank distribution that the Valorant team hopes to achieve in Act 2.
Beware:While that is the goal of rank distribution, the end result in Act 2 could be different.
July 2021
The rank distribution has changed slightly, but the average rank in episode 2 and 3 is still silver 1.
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 3,7% | Oro 2 | 4,1% |
Hierro 2 | 3,2% | Oro 3 | 3,3% |
Hierro 3 | 7% | platinum 1 | 2,6% |
Bronze 1 | 6,2% | platinum 2 | 1,9% |
Bronze 2 | 10,3% | platinum 3 | 1,4% |
Bronze 3 | 11,5% | Diamond 1 | 1,3% |
Platte 1 | 15,3% | Diamond 2 | 1,1% |
Plata 2 | 11,6% | Diamond 3 | 0,7% |
Platte 3 | 8,5% | Immortal | 0,6% |
Oro 1 | 5,7% | radiant | 0,1% |
Distribution:
Hierro: 13,9%
Bronze: 28 %
Platte: 35,3%
Oro: 13 %
Platinum: 5.9%
Diamond: 3.2%
Immortal: 0.6%
Radiant: 0.1%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 2.4% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100 | Oro 2 | 17.1 |
Hierro 2 | 96.3 | Oro 3 | 13 |
Hierro 3 | 93.1 | platinum 1 | 9.7 |
Bronze 1 | 86.1 | platinum 2 | 7.1 |
Bronze 2 | 79,9 | platinum 3 | 5.1 |
Bronze 3 | 69.5 | Diamond 1 | 3.8 |
Platte 1 | 58 | Diamond 2 | 2.4 |
Plata 2 | 42.8 | Diamond 3 | 1.3 |
Platte 3 | 31.2 | Immortal | 0,6 |
Oro 1 | 22.7 | radiant | 0,1 |
I've compiled the matchmaking explanations from Valorant's Senior Competitive Designer, EvrMoar. I quoted it below.
Ranking Valorant vs. League of Legends
We don't balance our rank distribution based on what the league or its system is doing. As I speak with its designers, the Valorant team believes in my team's decisions to make what we believe is the right distribution for Valorant.
Valorant's rank distribution is balanced based on population.
Personally, I'm more of a fan of population-based balancing than a static MMR number that is the same for all ranks. In fact, if you create a static MMR system and do the math, you could get pretty close to the population percentage you want for each rank. But then again, I'm more of a fan of balance based on percentage of population.
The reason I like to balance the population percentage is because I think it's easier to digest than MMR, especially if your MMR system isn't forward-facing (like ours).
How do players talk about our system? When talking about my rank, I often say, "I'm in the top x% of players if I'm Diamond," and I know others who feel the same way.
Silver is the focus.
So why is silver the focus now? Silver "feels" like the center of most ranking systems. When I've played games in the past, gold has always felt like stepping into the pool of top-rated players, and I want to keep that feeling.
Silver should feel like "I made it to the middle of the pack" and stepping over it should feel like stepping over that pack. It could also be argued that this notion of silver being "middle of the pack" is seen in society or other games.
I combine what I think is best for the community, what players' expectations are when playing other games; and we're looking at League because it's another Riot game that players might be familiar with. Obviously, gold is a very important rank in League because that's where you get your rank skin, so it reinforced my belief that I wanted gold to feel "above the rest."
I also like that the higher ranks have a lower population percentage because getting those ranks feels very prestigious. Ranking is about improving your skills and getting rewarded for it. I wasn't a big fan of systems where the higher ranks become a gathering place for a large group of players.
June 2021
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 3% | Oro 2 | 5,1% |
Hierro 2 | 5,8% | Oro 3 | 3,9% |
Hierro 3 | 9% | platinum 1 | 2,9% |
Bronze 1 | 9,1% | platinum 2 | 2% |
Bronze 2 | 10,2% | platinum 3 | 1,5% |
Bronze 3 | 9,9% | Diamond 1 | 1,2% |
Platte 1 | 9,7% | Diamond 2 | 0,9% |
Plata 2 | 8,8% | Diamond 3 | 0,8% |
Platte 3 | 8,1% | Immortal | 1,2% |
Oro 1 | 6,8% | radiant | 0,1% |
Distribution:
Hierro: 17,8%
Bronze: 29,2 %
Platte: 26,6%
Oro: 15,8 %
Platinum: 6.5%
Diamond: 2.9%
Immortal: 1.2%
Radiant: 0.1%
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it is in the top 3% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100 | Oro 2 | 19.7 |
Hierro 2 | 97 | Oro 3 | 14.5 |
Hierro 3 | 91.2 | platinum 1 | 10.6 |
Bronze 1 | 82.2 | platinum 2 | 7.6 |
Bronze 2 | 73.1 | platinum 3 | 5.6 |
Bronze 3 | 62,9 | Diamond 1 | 4.1 |
Platte 1 | 53 | Diamond 2 | 3 |
Plata 2 | 43.3 | Diamond 3 | 2.1 |
Platte 3 | 34.5 | Immortal | 1.3 |
Oro 1 | 26.4 | radiant | 0,1 |
Meaning of MMR grind and win rate
EvrMoar recently explained that even with a positive win rate, we could rank up very slowly as we gain more or less RR depending on the opponent we face.
Your win/loss is based on your actual position on the ladder.
It's not about how many hours or games you play; It's about beating people up the ladder and taking their place. The system feels boring because we don't just let you play against the players on the leaderboard without actually winning them.
Win rate is a decent example of how well you're doing, but let's say you only win when you match people below you on the ladder and lose when you match those above you. If you play with players below you 56% of the time, you should win. However, 44% of the time you lose it because they are over you.
So while win rate is again a good indicator of how well you're doing, it doesn't show how well you're doing compared to those above you.
— EvrMoar - Valorant Senior Competitive Designer
May 2021
The reach distribution is still pretty much the same as it was in March, so I haven't made any new charts and charts yet.
Eisen fell by 2%.
From Bronze to Immortal, increased by 0.1-0.5% depending on the rank you are looking at.
The only exception is Diamond, which lost 0.1%.
Radiant has not changed.
March 2021
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 3,2% | Oro 2 | 5,6% |
Hierro 2 | 5,5% | Oro 3 | 4,5% |
Hierro 3 | 7,9% | platinum 1 | 3,3% |
Bronze 1 | 8,4% | platinum 2 | 2,4% |
Bronze 2 | 9,5% | platinum 3 | 1,8% |
Bronze 3 | 9,4% | Diamond 1 | 1,3% |
Platte 1 | 9,6% | Diamond 2 | 1% |
Plata 2 | 9,1% | Diamond 3 | 0,9% |
Platte 3 | 8,6% | Immortal | 1,1% |
Oro 1 | 7% | radiant | 0,1% |
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it is in the top 3% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100 | Oro 2 | 21,9 |
Hierro 2 | 96.8 | Oro 3 | 16.3 |
Hierro 3 | 91.3 | platinum 1 | 11.8 |
Bronze 1 | 83.4 | platinum 2 | 8.5 |
Bronze 2 | 75 | platinum 3 | 6.1 |
Bronze 3 | 65.5 | Diamond 1 | 4.3 |
Platte 1 | 56.1 | Diamond 2 | 3 |
Plata 2 | 46.5 | Diamond 3 | 2 |
Platte 3 | 37.4 | Immortal | 1.2 |
Oro 1 | 28,9 | radiant | 0,1 |
Distribution:
Hierro: 16,6%
Bronze: 27,3 %
Platte: 27,2%
Oro: 17,1%
Platinum: 7.4%
Diamond: 3.7%
Immortal: 1.1%
Radiant: 0.1%
How to climb the ladder and reach your true rank
Also this month I've compiled the matchmaking explanations from EvrMoar, Valorant's Senior Competitive Designer:
“With all ranking systems, you have to play a lot of games to find out where you belong. There is no system that can perfectly "guess" where you belong after 5-10 games.The ELO system requires thousands of games to determine your true rank.
Ranking is a ladder: if you consistently win against opponents at or above your current MMR, you'll move up.Winning is the most important part of climbing.At the lower ranks, performance is part of your rank, but especially at the higher ranks, victories will move you up.
Eventually you will get into the MMR/rank you are because you will no longer consistently win against opponents at/above your rank. If you are on your MMR you will most likely achieve a 50% win rate. Because of how rank scoring works, there is a chance that you will streak up to a higher rank than your MMR, while still having a 50% win rate on your current MMR.
In short, until you really achieve a win rate of over 50% in your MMR or start consistently beating higher MMR opponents (when you face them), you're going to have a hard time scaling.
Sometimes you get pushed down because you had a winning streak and are protected by downgrade protection. As you start winning consistently and beating opponents more than you lose, you'll increase your MMR and alter your ranked rating gains.
Other than that, it doesn't feel good. Many ranked games suffer from this, they just hide it or display it differently (the arrow system did that, you just didn't see it). We're looking at ways to make it feel better or improve the perception of being in the range you're probably playing in right now."
February 2021
area | percentage | area | percentage |
---|---|---|---|
Hierro 1 | 2,4% | Oro 2 | 5% |
Hierro 2 | 4,7% | Oro 3 | 3,7% |
Hierro 3 | 8,1% | platinum 1 | 2,8% |
Bronze 1 | 8,3% | platinum 2 | 2,2% |
Bronze 2 | 10,3% | platinum 3 | 2,1% |
Bronze 3 | 10,4% | Diamond 1 | 1,5% |
Platte 1 | 11,3% | Diamond 2 | 1,3% |
Plata 2 | 9,7% | Diamond 3 | 1% |
Platte 3 | 8,4% | Immortal | 0,4% |
Oro 1 | 6,6% | radiant | 0,1% |
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 2.8% of the player base.
area | Upper part% | area | Upper part% |
---|---|---|---|
Hierro 1 | 100 | Oro 2 | 19.9 |
Hierro 2 | 97.6 | Oro 3 | 14.9 |
Hierro 3 | 92,9 | platinum 1 | 11.2 |
Bronze 1 | 84.7 | platinum 2 | 8.4 |
Bronze 2 | 76.4 | platinum 3 | 6.3 |
Bronze 3 | 66.2 | Diamond 1 | 4.2 |
Platte 1 | 55,8 | Diamond 2 | 2.8 |
Plata 2 | 44.5 | Diamond 3 | 1.4 |
Platte 3 | 34.8 | Immortal | 0,5 |
Oro 1 | 26.4 | radiant | 0,1 |
Distribution:
Hierro: 15,3%
Bronze: 28,9 %
Platinum: 29.3%
Gold: 15,2 %
Platinum: 7%
Diamond: 3.7%
Immortal: 0.4%
Radiant: 0.4%
reach distribution target
“My goal for the distribution was that the midpoint for the average user was medium/high silver. So if I put a stake in the ground, that would be the center of the player base. I think we're doing pretty well in this number."
Patch 2.02: Diamond 3 has been changed to a pre-made size limited to 2 players
“We put Solo/Duo on the higher ranks because we have a leaderboard and queue times for matches. At the highest level 5-stacks can be a big problem as they could manipulate the leaderboard and it is very difficult to find a 5-stack that can play against Cloud9 or G2 for example. There just aren't enough players at this level.
Also, since we have more players at lower ranks, we can pit them against each other and make fair play easier. Our system is actually very good at it, 5 stacks against 5 stacks, 4 against 4, 3 against 3 etc. It gets easier the more players we have and of course we have more players in the lower ranks. It is very rare that a 5-stack will not be played against another 5-stack”.
— EvrMoar - Valorant Senior Competitive Designer
Latest matchmaking updates
Patch 2.01
Decreased queue time for high MMR players while maintaining game quality/fairness.
Patch 2.02
Increased convergence of MMR to rank.
Convergence is the multiplier that gives you more or less rank score (RR) when your MMR doesn't match your rank. The convergence exists to match his range to his MMR, but we don't think he's pushed it fast enough.
Diamond 3 is now Solo/Duo.
This change, along with the convergence changes, reduces the total number of games that stacks of 5 can play together before being forced into solo/duo.
Achievement Bonus for Iron to Diamond.
At this point, the matchmaker has an idea of how well you should do each time they put you in a match. If you exceed this expectation (above your average), you will receive additional RR as a reward.
Patch 2.03
AFK-ing in competitive play for an extended period of time (currently defined as 6 or more rounds) now results in an 8 rank rating penalty.
Act rank badges are now based on your highest rank win instead of your ninth best win.
Episode 2 Act I Rank Change Summary
How to get a rank rating
You gain RR when you win and lose RR when you lose.
When you win you earn between 10 and 50 RR.
Minimum win of 5 RR for Diamond+.
If you lose, you lose between 0 and 30 RR.
Maximum loss of 50 RR for Diamond+.
A tie earns you a maximum of 20 RR based on your performance (Iron to Diamond only).
Downgrade Protection: Must lose at 0 RR to downgrade.
If he goes down, he won't go below 80 RR in that area.
Promotion boost where you start with a win of at least 10 RR.
In the lower ranks, exceptional performance can help you earn more RR.
immortal and radiant
Immortal 1, 2, and 3 are now part of Immortal.
Immortal players represent approximately 1% of ranked players per region.
Radiant is a tier only awarded to the top 500 players in each region.
other changes
Five placement games for each act.
The highest rank you can achieve with placements is now Platinum III.
Reduced the number of Iron players and increased the percentage of Bronze, Silver, Gold, and Platinum players.
Use:On February 17th, EvrMoar, Valorant's Senior Competitive Designer, stated that the data shown in Esports Tales is fairly reliable.
January 2021
Use:January 2021 data collected just prior to the start of Episode 2.
area | percentage | area | percentage | area | percentage |
---|---|---|---|---|---|
Hierro 1 | 8,8% | Oro 1 | 6,5% | immortal 1 | 0,8% |
Hierro 2 | 5,8% | Oro 2 | 5,6% | immortal 2 | 0,6% |
Hierro 3 | 7,4% | Oro 3 | 4,7% | immortal 3 | 0,6% |
Bronze 1 | 7,4% | platinum 1 | 3,8% | radiant | 0,4% |
Bronze 2 | 8% | platinum 2 | 3% | ||
Bronze 3 | 7,7% | platinum 3 | 2,3% | ||
Platte 1 | 7,8% | Diamond 1 | 1,7% | ||
Plata 2 | 7,5% | Diamond 2 | 1,3% | ||
Platte 3 | 7% | Diamond 3 | 1,1% |
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it ranks in the top 4.8% of the player base.
area | Upper part% | area | Upper part% | area | Upper part% |
---|---|---|---|---|---|
Hierro 1 | 100 | Oro 1 | 32.5 | immortal 1 | 2.4 |
Hierro 2 | 91.2 | Oro 2 | 26 | immortal 2 | 1.6 |
Hierro 3 | 85.5 | Oro 3 | 20.3 | immortal 3 | 1.1 |
Bronze 1 | 78.1 | platinum 1 | 15.6 | radiant | 0,4 |
Bronze 2 | 70.7 | platinum 2 | 11.8 | ||
Bronze 3 | 62.7 | platinum 3 | 8.8 | ||
Platte 1 | 54,9 | Diamond 1 | 6.5 | ||
Plata 2 | 47.1 | Diamond 2 | 4.8 | ||
Platte 3 | 39.6 | Diamond 3 | 3.5 |
Distribution:
Hierro: 21,9%
Bronze: 23,1 %
Platte: 22,4%
Gold: 16,9 %
Platinum: 9.1%
Diamond: 4.1%
Immortal: 2%
Radiant: 0.4%
(Video) 10 Minutes of Useless Information about League of Legends Pt.16!
MMR role and rank distribution
EvrMoar, Valorant Senior Competitive Designer, spoke about rank distribution and the impact of MMR. I've summarized his words below as they explain why there are fewer ranked players in Iron 1 now.
“MMR stands for Match Making Rating. This is a number assigned to you that you cannot see. We use this number to determine your skill level and how we can pit you against other players in fair games.
When you think of your "rank" it's technically a rank in a giant MMR system. Example: A player has an MMR number, wherever that number falls it is within range.
If Silver were between 101 and 200, any player with an MMR between those two numbers would be classified as Silver.
If a player who was currently Silver won enough matches and pushed their MMR count past 200, they would advance to Gold.
If we feel like there are too many players in silver but not enough in gold, we could adjust those tiers, effectively adjusting the required MMR for that tier. We could lower the gold MMR required and this would reduce the number of players in silver and also bring more people into gold.
In my example we could make silver 101-150 and gold 151-300. Now that we've reduced the MMR required to reach Gold by 50, any Silver player with an MMR between 151 and 200 will be promoted to Gold.
Before:
101-200 Plata
201-300Oro
To:
101-150 Plata
151-300 Oro
It's a bit more complicated, but it's a pretty safe way to think about it. So we adjusted where we felt the percentage of the playerbase went, and our changes targeted the lower ranks.
Just a warning, this doesn't mean you sign up and if you were the 1 iron you will be promoted to the 2/3 iron. You still have to play, win and move through the new layout. After our change, if you need to rank up, you'll get a slightly higher rank for a win and lose less for a loss.
Also wanted to add: Yes, this can bring more players up the lower ranks, but it won't affect MMR or match fairness. We still use the same MMR to create matches. This is purely a distributional change.”
December 2020
area | percentage | area | percentage | area | percentage |
---|---|---|---|---|---|
Hierro 1 | 14% | Oro 1 | 6,1% | immortal 1 | 0,6% |
Hierro 2 | 7,3% | Oro 2 | 5,3% | immortal 2 | 0,4% |
Hierro 3 | 7,5% | Oro 3 | 4,5% | immortal 3 | 0,5% |
Bronze 1 | 6,8% | platinum 1 | 3,7% | radiant | 0,3% |
Bronze 2 | 7,2% | platinum 2 | 2,9% | ||
Bronze 3 | 7,4% | platinum 3 | 2,2% | ||
Platte 1 | 7,3% | Diamond 1 | 1,8% | ||
Plata 2 | 6,2% | Diamond 2 | 1,3% | ||
Platte 3 | 5,8% | Diamond 3 | 0,9% |
Highest percentage of players
Below is a cumulative chart showing thehighest percentage of players. For example, like Diamond 2, it is in the top 4% of the player base.
area | Upper part% | area | Upper part% | area | Upper part% |
---|---|---|---|---|---|
Hierro 1 | 100 | Oro 1 | 30.5 | immortal 1 | 1.8 |
Hierro 2 | 86,0 | Oro 2 | 24.4 | immortal 2 | 1.2 |
Hierro 3 | 78.7 | Oro 3 | 19.1 | immortal 3 | 0,8 |
Bronze 1 | 71.2 | platinum 1 | 14.6 | radiant | 0,3 |
Bronze 2 | 64.4 | platinum 2 | 10.9 | ||
Bronze 3 | 57.2 | platinum 3 | 8.0 | ||
Platte 1 | 49.8 | Diamond 1 | 5.8 | ||
Plata 2 | 42.5 | Diamond 2 | 4.0 | ||
Platte 3 | 36.3 | Diamond 3 | 2.7 |
Distribution:
Hierro: 28,9%
Bronze: 21,3 %
Platinum: 19.3%
Oro: 15,8 %
Platinum: 8.8%
Diamond: 4.1%
Immortal: 1.5%
Radiant: 0.3%
A summary of the data
There are major changes in rank distribution caused by two main factors:
For the past few months we haven't been able to use Riot's API, but we've been collecting data from third-party sites that only have access to the profiles of players using their services, so tiers have been pushed mostly towards the higher ranks.
Act III started with patch 1.10, requiring all players to repeat their placement matches in October.
While using the API certainly had an impact on distribution, I think that may have changed in Act III as many players reported falling to a lower rank than in the past.
There are currently many players in Iron and Bronze who were Silver or Gold in the previous act.
People even shared extraordinary cases like Bronze 3 matches with former High Gold and Low Platinum players.
Currently, 70% of the player base is Silver or below, with Iron being the largest group at around 30% of the game's population. I don't know exactly why there are so many players in Iron 1, but Riot is probably using it as a sort of container for the less experienced players in the game.
Aside from the rarity at the lower ranks, I think the overall spread has improved - there are similar numbers of players in silver and gold, and it gradually decreases as the rank increases. Only 1.5% of the player base has reached Immortal, while to reach Diamond you need to become one of the top 4% of players in the game.
Valorant Act III Changes to Ranked Play
In this video, Design Director Joe Ziegler and Systems Design Lead David Cole discuss all of the ranked play changes introduced in Valorant Act III.
Design ManagerYes Zieglersummarized the goals that the development team is trying to achieve with the ranking system:
Leveling up is at the heart of the competitive Valorant experience. However, as we saw from your feedback on the last two Acts, this system is still in its early stages, and we know we need to improve system understanding, rank progression, and high rank play.
We want your ranked matches to always feel like they have a fair chance to win, but we've struggled to achieve this at the higher ranks where soloing players for fair matches is more difficult.
We've also heard from others that there's a desire for even more organized team play, just not in the same queue.
I mean, we hear you on all of these things, and while it may take some time to implement, please keep sending feedback!
Head of Systems DesignDavid KohlExplained in detail all the changes introduced with Act 3, the reasons why and what to expect from Episode 2:
“When we first set the leaderboard for launch, a big goal we had was to encourage social play; Allowing players with greater skill disparities to play together and focusing much of our ranked systems on personal progression.
However, as we learned from your feedback, ranking is all about competition, e.g. B. about getting a higher rank compared to your peers, or knowing that the rank you achieve is worth something since everyone climbs under the same conditions.
While the above social gaming metrics are important to us, they should never come at the expense of your leaderboard success. So we're going to take a step back and simplify our goals with the leaderboard that you'll see throughout Act 3 and then in Episode 2 and beyond next year.
Narrower sorting queue
We want to bring more competitive integrity back to the ranks and focus on what matters most: winning.
A team with a large range delta definitely makes it more difficult. As a result, we are tightening the limits on rank differentials in the Competitive Queue, reducing it from a 6 rank differential to 3 ranks.
For example, the lowest rank a Diamond 3 can queue up with is a Platinum 3, and the highest rank a Diamond 3 can queue up with is an Immortal 3.
Also, the movement of the Immortal plus ranks is only affected by wins or losses and how crucial the match outcome was.
We'll start here, see how this affects gameplay, and hopefully apply it to all of the other levels for Episode 2.
preferred server
In addition to reducing skill mismatch in Competitive, we're also adding the ability to choose your preferred server. Due to matchmaking reasons, we cannot fully guarantee that you will always get the server you want. But this feature greatly increases the chance of getting your favorite game server.
future changes
Next on our priority list is improving the high-level player experience and climbing the ranks. Hopefully some of the changes in Act 3 will address common pain points, but additional features are already in the works for Episode 2.
Some of these include the creation of a regional public leaderboard and a potential queue size limit in Immortal-plus solo/duo. In these areas, the matchmaking pool is very small and therefore more difficult to reliably make fair matches.
We are currently on track to deliver these changes early next year with the release of Episode 2.”
Data Source
Currently, perfect ranking cannot be achieved as Riot does not provide an API to get information about the player base in Valorant, however, there are several websites that collect and share data.
Each website can only access the data of the users who use its services, such as B. Game history, best maps and weapons, overall performance and all sorts of detailed statistics. By using any of these utilities we allow them to remove information from our profiles which can also be used to rank the player base.
I researched all the websites available so far and ended up concluding that Blitz is the most trustworthy due to the large number of users, so we will use their data for this dissemination. Credit to Reddit users enigmapulse and Medievalmystery, who collected the data in July and August, respectively.
I would like to point out that this distribution does not include the entire player base and certainly tends towards the higher ranks. However, this is the best data we have and honestly the player distribution is pretty similar to that ofLeague of LegendsjTeam-Wrestling-Tactics.
August 2020
area | percentage | area | percentage | area | percentage |
---|---|---|---|---|---|
Hierro 1 | 2,80% | Oro 1 | 8,98% | immortal 1 | 1,23% |
Hierro 2 | 1,84% | Oro 2 | 9,14% | immortal 2 | 0,66% |
Hierro 3 | 2,58% | Oro 3 | 8,69% | immortal 3 | 0,62% |
Bronze 1 | 3,67% | platinum 1 | 7,74% | radiant | 0,16% |
Bronze 2 | 4,89% | platinum 2 | 6,39% | ||
Bronze 3 | 5,23% | platinum 3 | 5,20% | ||
Platte 1 | 6,09% | Diamond 1 | 4,18% | ||
Plata 2 | 7,04% | Diamond 2 | 2,96% | ||
Platte 3 | 7,63% | Diamond 3 | 2,17% |
player percentile
Below is a cumulative chart showing the percentile of players. For example, like Platinum 2, you are in the top 18% of the player base.
area | percentile | area | percentile | area | percentile |
---|---|---|---|---|---|
Hierro 1 | 2,80% | Oro 1 | 50,80% | immortal 1 | 98,54% |
Hierro 2 | 4,65% | Oro 2 | 59,95% | immortal 2 | 99,21% |
Hierro 3 | 7,23% | Oro 3 | 68,64% | immortal 3 | 99,83% |
Bronze 1 | 10,91% | platinum 1 | 76,38% | radiant | 100% |
Bronze 2 | 15,80% | platinum 2 | 82,78% | ||
Bronze 3 | 21,04% | platinum 3 | 87,99% | ||
Platte 1 | 27,14% | Diamond 1 | 92,17% | ||
Plata 2 | 34,19% | Diamond 2 | 95,13% | ||
Platte 3 | 41,82% | Diamond 3 | 97,31% |
distribution
Hierro: 7,22%
Bronze: 13,79 %
Platte: 20,76%
Gold: 26,81 %
Platinum: 19.33%
Diamond: 9.31%
Immortal: 2.51%
Radiant: 0.16%
This distribution is based on data from 3 million games.
A summary of the data
Based on the data available to us, the average player is ranked at Gold 1-2.
This is a reasonable placement, but if Riot shares the official numbers, I think the average will shift to high silver. I suspect the actual percentage of players in gold and platinum is a bit lower.
Please note that in some games, e.gAt sight, Gold and Platinum contain the largest number of players, so the data we have on Valorant could be pretty reliable. However, having so many players in "high" ranks also creates a huge skill disparity between them, which can disrupt the player base and lead to worse games.
Radiant is reserved for the elite, but I think there are too many players in Diamond and Immortal.
Finally, don't forget that Valorant was recently released, the ranking distribution will take months to stabilize and the developers are constantly improving this game mode.
Matchmaking Changes
Patch 1.05
Competitive matchmaking now has a higher chance of playing solo and solo/duos players against similarly sized premade groups at the cost of slightly longer cooldowns.
1Hi everyone, in terms of design, we are currently looking at the ranking system from top to bottom. We are investigating changes that will improve many aspects of competitiveness, but have not yet committed to fixes. Thank you for your comments!½
I've collected some interesting topics about the ranking system that the developers have been sharing over the last few months, such as: B. the solo/duo queue, the ban system and how to get a ranking.
Solo/Duo queue
Valorant's matchmaking system allows for prefabs of any size, which has caused some discomfort in the community as solo players (with good reason) claim to suffer a disadvantage when playing against a 5-man stack.
Yes Ziegler, Valorant Game Director, commented on the possibility of adding a solo or duo queue.
We want to create a system that is fair to both teams and individuals, avoiding the disadvantages of creating two queues (longer queue times, asymmetric queue health). We keep working for that.
We are not closing any future options permanently. If we need other solutions, we will accept them with your comments and help.
ian campoThe Valorant product manager also explained that matchmaking is trying to place prefabs with similar team sizes against each other.
It's important to us that competitive matchmaking in VALORANT focuses on team play because we believe team play is an important component to overall mastery of the game.
Having a solo queue can easily lead to it becoming the ultimate test of a player's skill and the primary method of playing competitively. Instead, we chose to allow players to play with any team size they prefer.
Whether you're playing solo or with smaller groups, we've worked to design our matchmaking to place players against similar pre-made team sizes.
After testing during the closed beta, Valorant officially launched competitive matchmaking in patch 10.2. The rank system consists of 8 ranks, each divided into 3 tiers, except for the top rank, Radiant.
Blocking system for agents and cards
The game developers answer questions from the community every two weeks. In the second episode of "Ask Valorant", Senior Game DesignerTrevor Romleskishared their views on the ban system.
We considered a draft phase for agents, but currently we think we wouldn't have bans.
First, we expect teams to have set plays and strategies that require very specific agents. Banning one agent would invalidate the entire strategy and we do not wish to discourage the practice.
Second, bans often remove a player's Star Operator, and we want players who are exceptional at certain Operators to be able to play them and show off their skills with them.
Finally, since Valorant doesn't have hard counters in the form of agents (that's not our design philosophy), we believe the state of the game is healthier when we're responsible for ensuring that no agent or agent-supported strategy becomes so oppressive. or adamant that a ban is the only option.
how to gain rank
Winning games is the most important factor to level up.
A win by a wide margin (13-3) earns more ranking points than a close game (13-11).
Your personal performance will have a slight impact on your rank rating, especially during ranked matches, but it will become less important over time.
Players can gain a rank in a tie, but they will never lose a rank.
In Radiant, your rank is only affected by games won and how decisively you win or lose them.
Your rank will disappear if you don't play competitive matches for more than 14 days, but there will be no rank decrease.
July 2020
area | percentage | area | percentage | area | percentage |
---|---|---|---|---|---|
Hierro 1 | 0,51% | Oro 1 | 11,29% | immortal 1 | 0,44% |
Hierro 2 | 0,74% | Oro 2 | 11,48% | immortal 2 | 0,17% |
Hierro 3 | 1,36% | Oro 3 | 10,80% | immortal 3 | 0,07% |
Bronze 1 | 2,37% | platinum 1 | 9,13% | radiant | 0,00% |
Bronze 2 | 3,75% | platinum 2 | 7,22% | ||
Bronze 3 | 4,92% | platinum 3 | 5,33% | ||
Platte 1 | 6,54% | Diamond 1 | 3,21% | ||
Plata 2 | 8,16% | Diamond 2 | 1,87% | ||
Platte 3 | 9,63% | Diamond 3 | 1,02% |
Use:There are players who are ranked on Radiant but their percentage is below 0.00%.
player percentile
area | percentile | area | percentile | area | percentile |
---|---|---|---|---|---|
Hierro 1 | 0,51% | Oro 1 | 49,27% | immortal 1 | 99,77 % |
Hierro 2 | 1,25% | Oro 2 | 60,75% | immortal 2 | 99,94% |
Hierro 3 | 2,61% | Oro 3 | 71,55% | immortal 3 | 100% |
Bronze 1 | 4,98% | platinum 1 | 80,68% | radiant | 100% |
Bronze 2 | 8,73% | platinum 2 | 87,90% | ||
Bronze 3 | 13,65% | platinum 3 | 93,23% | ||
Platte 1 | 20,19% | Diamond 1 | 96,44% | ||
Plata 2 | 28,35% | Diamond 2 | 98,31% | ||
Platte 3 | 37,98% | Diamond 3 | 99,33% |
distribution
Hierro: 2,61%
Bronze: 11,04 %
Platte: 24,33%
Gold: 33,57 %
Platinum: 21.68%
Diamond: 6.10%
Immortal: 0.68%
Radiant: 0.00%
This distribution is based on data from 1.7 million games.
Valorant Data Owner and Header Image:revolt- Statistics from October 2021 to September 2022:RastreadorGG- Data from August 2021: Riot - Statistics from December 2020 to July 2021:Hike- Statistics from July 2020 to August 2020:Blitz
FAQs
What is considered high rank in Valorant? ›
Currently there are 9 ranks within the game and new players must play 5 placement games in Competitive game mode. The highest rank a player can place after completing these 5 matches is Ascendant 1 (previously Diamond 1).
What percentage of players are Diamond 1? ›Diamond: 10.6% (10%) Ascendant: 4.9% (4.2%) Immortal: 1.2% (0.9%) Radiant: 0.03% (0.03%)
Can Diamond 1 play with Ascendant 3? ›The grouping restrictions for Ascendant players are three ranks above or below. This means an Ascendant 1 player can queue with players having Diamond 1 up to Immortal 1 ranks. Ascendant 1 will now be the highest placement allowance while previously it was Diamond 1.
Is Diamond top 1% in Valorant? ›How Good is Diamond Rank in Valorant? If you manage to reach Diamond, you are much better than about 95% of the entire player base.
Is Platinum 1 good in Valorant? ›You are significantly better than a majority of the player base; maybe it's not the VCT level, but you are pretty good at the game. If Platinum is your first rank, you should be proud of it, as even some of the pro players started their ranked ladder climb in lower ranks.
What is tenz rank? ›GG elo rating 1,179. Total earnings US$91,802. CS:GO: US$91,802.
Is Immortal a good rank? ›How Good is Immortal Rank in Valorant? Immortal is a rank for one of the best players out there. Your movement, aim skills, and habits are on point, and you are probably one of the role-model players to look out for in many aspects.
What rank is Kyedae? ›Though Kyedae celebrated her rank up to Immortal 1 in Valorant competitive, she was honest and noted that she immediately dropped back down.
Is Iron 3 a good rank? ›How Good is Iron Rank in Valorant? Well, as you probably know by now, not so good. It's the lowest rank in the Valorant ranking system, and it mostly contains people who never played any FPS games before and lost all of their placement matches.
Can Gold 1 play with plat 3? ›Silver and Gold Players can play together. Gold and Platinum players can play together. With Platinum or above, it is the same 1 tier difference.
Is Bronze 3 a good rank? ›
...
Bronze has around 17.5% of the whole player Valorant player base.
Only the top 500 players that are above the 450RR threshold will be Radiant.
Who is the best Valorant player? ›- 5 — Jing Jie 'Jinggg' Wang. Colin Young-Wolff/Riot Games Jinggg joined Paper Rex in September 2021. ...
- 4 — Kim 'MaKo' Myeong-kwan. ...
- 3 — Gustavo 'Sacy' Rossi. ...
- 2 — Dmitry 'SUYGETSU' Ilyushin. ...
- 1 — Jaccob 'yay' Whiteaker.
Plat III – 3200 (3200) Plat II – 3500 (3600) Plat I – 3800 (4000)
Is Diamond 1 or 5 better? ›Each tier from Bronze to Diamond is divided into five divisions, depicted by a roman numeral between V (5 being the lowest) and I (1 being the highest).
Can you 3 stack in diamond? ›Remember, Diamond 3 and above could previously only solo, duo, and 5-stack. This restriction now begins at Immortal 1. By adding another rank we were able to push the Five Stack penalty and Solo/Duo restrictions into Immortal.
Can you skip ranks in diamond? ›If you're demonstrating a level of skill far beyond your rank, you may skip an entire division upon reaching 100 LP (for example, jumping from Silver IV to Silver II).
Can you 5 stack in Ascendant? ›Party Restrictions
However, 5-stacks of Iron-Ascendant players will receive RR penalties if any players are ranked outside of a normal party restriction.
Currently, Valorant allows parties of up to five people of any ranks to queue together. Previously, players could only do this if they were within one rank (three tiers) of each other.
What rank can diamond 1 duo with? ›Rank | The rank you can duo with in solo/duo queue. |
---|---|
Diamond | Any player within two divisions, up to Master |
Master | Only solo queue |
Grandmaster | Only solo queue |
Challenger | Only solo queue |
Can a silver play with a plat? ›
you can group up within 2 ranks for Diamond and below. so yea Plats can play with silvers.
What rank is immortal 1 in VALORANT? ›If you're here, that probably means you've earned 100RR in Ascendant 3 and made your way to Immortal 1. Congratulations on being at the top of your game, Agent.
What is Platinum ELO? ›Tier | ELO Range |
---|---|
Platinum | |
5 | 1,936 - 1,999 |
4 | 1,872 - 1,935 |
3 | 1,808 - 1,871 |
Avg. Headshot % - Last 20 Games. 25.3% of Hits.
Is TenZ Filipino Valorant? ›Tyson Ngo (born May 5, 2001), better known as TenZ, is a Canadian professional Valorant player, streamer and former Counter-Strike: Global Offensive player currently signed to Sentinels.
Who was the first radiant? ›Ever since Tyson “TenZ” Ngo became the first player to hit the VALORANT (now Radiant) rank in the game's beta, he has been one of the best known faces in VALORANT. A gamer for life, TenZ began playing Counter-Strike at just 3 years old.
How hard is it to get radiant? ›Radiant is the final rank in Valorant, and given its prestige, only the best players can have it. In order to reach Radiant, you will have to be in the top 500 players in your region. This means that reaching Radiant won't be the same in every region.
What is a radiant player? ›Radiants are a select group of gifted individuals who gained hypernatural abilities as a result of First Light.
How many games does it take to get to level 20 in Valorant? ›An average player will win about 50% of the games making the whole process of leveling from 1 to 20 in Valorant about 20 hours of play time.
What rank is TenZ Grandma? ›TenZ's Grandma Is A Level 1000 League Of Legends Superstar.
What rank is Pokimane? ›
Pokimane's highest Valorant Rank achieved is Immortal and notably, she is not a regular Valorant streamer. In her recent stream, she played on her account named “039.” Let's see what rank this account of hers is.
How old is TenZ? › What affects RR? ›Winning and losing has the largest impact on your RR going up or down depending on the end of the match. However, there are other factors that have a smaller, but no less notable impact. How much you win by, extraordinary plays, and whether or not you're the underdog in a match can all have an effect.
What rank is brave III? ›...
Competitive Crucible Glory Ranks and point requirements.
Rank | Total Points | Points to Next Rank |
---|---|---|
Guardian III | 110 - 199 | 90 |
Brave I | 200 - 369 | 170 |
Brave II | 370 - 664 | 295 |
Brave III | 665 - 1049 | 385 |
If you do end up with a rank above your MMR, the system will try to push you back to your intended rank—this is what losing more RR on a loss, than gaining on a win, looks like. This is something you can fix by winning more matches than the players above you who are around your current MMR.
Can Diamond 3 queue with plat 2? ›This is so the 3rd teammate will be able to join a similarly Ranked team. Example: If two party members are Platinum 2 and Diamond 3 (a gap of 4 Ranks), they will not be able to queue in 3v3 Standard.
Is Gold better than Plat? ›Is platinum more valuable than gold? Platinum is generally valued higher than gold. This is because platinum is rarer than gold, has a higher density and is purer. Platinum rings require more platinum than gold rings require gold, which can increase the overall cost.
Can Gold 1 play with iron? ›Players at any level in Iron, Bronze, or Silver can queue with each other. The same goes for all Silver and Gold players, as well as all Gold and Platinum players.
What Elo is bronze 5? ›Medals were awarded as follows: Bronze: Solo 5v5: Between 1250 and 1399 (Team 3v3: 1250–1409, Team 5v5: 1250–1409) (Top 25%) Silver: Solo 5v5: Between 1400 and 1519 (Team 3v3: 1410–1519, Team 5v5: 1410–1499) (Top 10%) Gold: Solo 5v5: Between 1520 and 1899 (Team 3v3: 1520–1699, Team 5v5: 1500–1749) (Top 3%)
Can a bronze 3 play with Gold 1? ›Yes but only if you party together.
How much LP do you need to rank up to bronze 1? ›
You win a lot of games, gain 100 LP, and are moved into Bronze 1. Starting over at 0 LP, you gain 100 LP again in Bronze 1 and take part in a promotion series.
Who is the #1 Radiant Valorant? ›Rank | Player | Tier |
---|---|---|
1 | N4RRATE #JESUS | Radiant |
2 | GianSanity #AIM | Radiant |
3 | TNX Car #son | Radiant |
4 | zero cap #jenny | Radiant |
Each Valorant region has certain thresholds for all three Immortal ranks, as well as Radiant. Once you've accumulated enough RR points and passed the threshold, your Valorant rank changes. Going from Immortal 1 to Immortal 2 could take from 80-100 RR points, and this depends entirely on the region you're playing in.
Who is the number 1 Radiant player na? ›VALORANT: The #1 SEA Radiant player is a 16 Year old named Jerome “mojer” Literal from the Philippines.
What is the average headshot percentage Valorant per rank? ›21% average but up to 40% on some maps.
Who is the rank 1 player in Valorant? ›Rank | Player name | K/R |
---|---|---|
1st | DA cacan | 0.8 |
2nd | PureR | 0.9 |
3rd | G2 AvovA | 0.9 |
4 | BIG musashi | 1 |
Optic Gaming yay
The player we believe to be the current best Valorant player in the world is no other than Optic's yay. I feel like this is really no debate at this point. He's always been one of the best players and fraggers in North America.
Avg. Headshot % - Last 20 Games. 25.3% of Hits.
What is HS% in Valorant? ›Headshot percentage is a stat that calculates how many of a player's shots fired register as headshots. On average, one-quarter of every VALORANT pro's shots end up hitting the opposing players' heads.
What is the average radiant headshot? ›Radiant Players have a 23.7%+ Headshot %. See the breakdown for every rank. Lower. i have a 40% ratio and im rank immortal.....
Is TenZ the first radiant? ›
TenZ was the first player to reach Valorant rank (now known as Radiant) in North America during the Closed Beta.
Who is #1 radiant? ›Rank | Player | Tier |
---|---|---|
1 | N4RRATE #JESUS | Radiant |
2 | GianSanity #AIM | Radiant |
3 | TNX Car #son | Radiant |
4 | zero cap #jenny | Radiant |
I would say TenZ is better overall but yay is definitely the better Jett. TenZ plays well even as a Sentinel whereas I've never seen yay even try something like that on a stream.
How many immortal ranks are there? ›There are 9 different ranks that you can achieve, and within the first 8 ranks, there are 3 different tiers. In ascending order, these ranks are called: Iron. Bronze.
What rank is Pokimane at Valorant? ›Pokimane has peaked at Immortal 1 in Valorant in the past. Imane “Pokimane” Anys is arguably the biggest female content creator on Twitch who is also a part of Offline TV.
Who is radiant 69? ›Radiant Spincrystal 69 is an item used in the Furnishings Euphonium Unbound: Winding or Euphonium Unbound: Soaring to unlock the Soundtrack Echoes of Solitude in the Serenitea Pot. It has a chance to be sold by the Teapot Traveling Salesman. It can only be purchased after completing Ritou Escape Plan.
What was TENZ first rank in Valorant? ›He initially calibrated his rank as Immortal 1 and worked his way all the way up to VALORANT.