Update: An issue was fixed where the monthly active boost was being given before the end of the month. As a result, active players' ratings dropped by around 50 points. The Max Rating value was also fixed because it was affected by similar logic.
Last updated 13 minutes ago
Stats
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# Player Rating Games Win% Max Rating Streak Trend
1 0 PL 4140.82 4238 65.9% 4214.38 -4 +258
2 110 IT 3928.91 3187 57.7% 3930.09 +3 +301
3 107 IT 3764.85 863 62.9% 3802.87 +5 +2
4 0 CZ 3260.56 2094 75.5% 3682.22 +2 +13
5 40 IT 3248.41 3504 58.0% 3253.63 +2 +302
6 176 LV 3099.89 5859 59.0% 3411.23 -3 +3
7 80 DE 2953.73 4480 61.1% 3156.52 -1 +63
8 20 PL 2867.22 2253 51.7% 2884.34 -2 +116
9 0 SI 2836.09 1843 61.9% 3095.77 -3 +73
10 92 DE 2817.43 3571 78.2% 3141.72 +4 +138
11 0 GT 2775.87 5225 57.1% 2975.28 +1 -31
12 77 NO 2770.10 7340 52.1% 3015.51 +2 -41
13 30 PE 2726.41 7733 46.1% 3201.72 -1 -79
14 125 LV 2626.69 2970 54.0% 2817.39 +2 -92
15 146 CO 2598.44 5311 44.6% 2991.42 -1 -297
16 0 PL 2559.82 484 80.4% 3021.26 -1 -395
17 0 GR 2485.04 840 64.3% 2546.37 -2 +220
18 0 GB 2468.63 696 50.9% 2546.89 +1 -8
19 0 IR 2444.24 1388 41.4% 2473.48 +4 +201
20 116 ES 2379.46 3908 45.1% 2842.33 -3 +4
21 0 CZ 2358.24 728 65.4% 2373.93 +2 +262
22 323 CO 2337.11 10190 33.4% 2403.44 +1 +275
23 249 VE 2304.70 9769 47.7% 2622.10 +1 +141
24 0 DE 2266.92 989 64.6% 2332.62 -1 +101
25 68 SN 2244.80 1266 52.8% 2433.01 +1 -30
26 53 MK 2159.26 3223 45.7% 2302.60 -3 +83
27 0 AE 2155.97 1053 35.6% 2210.03 -1 +284
28 0 SI 2145.70 297 47.5% 2248.05 +1 -10
29 0 TR 1969.39 737 46.9% 2112.64 +2 +61
30 0 UY 1953.73 1971 41.8% 2162.21 -2 -40
31 61 RO 1945.61 656 44.2% 2084.39 +2 +4
32 0 1940.63 97 57.7% 1984.62 +1 +988
33 0 IT 1885.87 186 55.4% 1909.33 +1 +411
34 0 DE 1876.26 620 46.9% 1920.78 -1 +58
35 0 US 1861.63 520 39.8% 1912.89 -5 +181
36 0 CZ 1850.66 1319 58.8% 2204.01 +1 -92
37 0 BO 1774.13 770 35.3% 1803.50 +2 +293
38 7 CH 1753.14 897 46.3% 1810.70 +2 +231
39 0 DE 1741.18 392 49.5% 1810.34 +1 +58
40 0 MA 1740.37 637 45.2% 1745.84 -2 +473
41 0 IT 1729.16 141 46.8% 1743.66 -2 +453
42 0 JM 1703.00 194 45.4% 1737.93 -2 +388
43 0 RU 1694.32 859 45.2% 1846.02 -5 +156
44 0 PL 1692.67 388 39.9% 1792.86 -1 +243
45 145 BE 1650.30 353 36.3% 1662.03 -1 +506
46 0 CZ 1591.36 255 20.4% 1694.63 -5 -31
47 0 PL 1581.79 122 53.3% 1653.76 -3 +479
48 0 BR 1555.47 846 48.7% 1733.63 +4 +401
49 0 1520.37 83 33.7% 1559.41 -1 +550
50 0 TR 1519.78 300 56.0% 1585.64 -6 +271
51 0 RU 1502.50 459 43.6% 1625.29 +1 -66
52 47 1501.57 110 58.2% 1525.03 -4 +251
53 0 IR 1478.59 179 43.6% 1626.07 -1 +575
54 0 1451.26 658 44.2% 1453.51 +3 +299
55 0 1443.31 46 58.7% 1474.09 -4 +537
56 0 TR 1421.16 377 54.6% 1520.22 +1 +150
57 0 IT 1410.56 436 43.8% 1481.19 -3 +56
58 0 AU 1409.31 64 42.2% 1456.26 -4 +431
59 0 1393.49 416 39.4% 1548.47 -2 -16
60 0 US 1378.86 195 53.8% 1496.93 -3 +434
61 0 DE 1368.22 453 47.9% 1518.98 -1 +42
62 0 BR 1343.79 249 40.2% 1408.88 +2 +374
63 0 BR 1341.16 1439 47.5% 1726.80 -1 -59
64 0 AZ 1335.93 46 71.7% 1393.43 -1 +396
65 0 TR 1316.71 947 46.9% 1400.33 +1 +303
66 0 US 1314.55 60 50.0% 1318.52 +1 +440
67 0 DZ 1285.21 190 33.7% 1304.65 -2 +255
68 0 US 1282.51 58 36.2% 1361.78 -6 +309
69 0 CZ 1281.93 65 46.2% 1370.68 -1 +311
70 0 IR 1233.76 33 36.4% 1243.31 +1 +263
71 0 US 1230.63 66 48.5% 1240.76 +1 +245
72 0 DZ 1215.94 181 43.6% 1290.76 -1 +504
73 2 1205.31 161 58.4% 1415.63 -1 +99
74 0 AR 1177.55 84 41.7% 1253.31 +1 +211
75 0 1173.33 35 51.4% 1200.26 +2 +270
76 0 DZ 1170.09 99 29.3% 1194.06 +1 +201
77 0 IT 1157.63 47 57.4% 1227.22 -4 +240
78 51 AU 1156.66 88 10.2% 1160.30 -2 +158
79 0 DE 1146.98 82 24.4% 1190.26 -4 +161
80 0 RO 1141.15 35 51.4% 1205.44 -1 +211
81 0 IN 1131.54 64 29.7% 1141.67 +1 +139
82 0 IN 1125.33 175 34.9% 1293.58 -5 +117
83 0 RU 1119.44 164 45.7% 1245.63 -1 +289
84 0 FR 1115.30 24 62.5% 1155.40 +3 +159
85 0 CA 1112.65 30 53.3% 1137.40 -1 +139
86 0 BY 1111.36 69 30.4% 1164.34 -10 +146
87 0 DE 1106.57 23 60.9% 1232.53 -1 +189
88 0 CO 1100.32 23 21.7% 1108.50 -2 +109
89 0 IT 1093.21 713 29.7% 1412.71 -1 -10
90 0 CO 1090.22 63 14.3% 1110.77 -11 +92
91 0 BA 1071.37 30 36.7% 1083.40 -2 +84
92 7 1071.30 107 48.6% 1212.37 -5 +31
93 0 PL 1060.58 20 65.0% 1140.26 +7 +151
94 0 US 1051.34 25 36.0% 1129.12 -1 +78
95 0 GB 1043.51 39 30.8% 1068.25 -1 +70
96 0 DE 1042.65 23 30.4% 1132.87 -4 +58
97 0 SK 1018.93 32 40.6% 1070.06 +1 +93
98 0 1001.45 169 31.4% 1029.44 +1 +251
99 0 AT 1000.17 53 41.5% 1082.76 -2 +120
100 0 CN 993.06 22 22.7% 1106.51 -2 +53
101 0 IT 990.13 110 36.4% 1050.95 -1 +63
102 0 980.42 31 41.9% 1083.38 +2 +88
103 0 CA 960.60 26 38.5% 1084.95 -1 +40
104 0 NL 953.39 107 43.9% 1221.36 +1 +83
105 0 952.03 34 32.4% 1023.75 +3 +4
106 0 IR 943.93 59 55.9% 1043.53 -1 +64
107 0 AZ 939.42 35 57.1% 1062.63 -2 -1
108 0 PE 930.27 22 54.5% 1034.38 -1 +2
109 0 LB 921.02 24 16.7% 1007.59 -6 -55
110 0 904.74 37 40.5% 1055.43 -1 -29
111 0 BO 900.82 30 26.7% 1000.00 -7 -69
112 0 AZ 900.39 24 45.8% 1036.35 -3 -28
113 0 PL 892.35 26 42.3% 1053.29 -2 +3
114 0 IT 892.21 45 42.2% 1012.71 +1 -11
115 0 BR 888.49 54 46.3% 1014.81 +1 +14
116 0 US 883.37 24 12.5% 1000.00 -13 -64
117 0 US 882.79 25 32.0% 1015.71 +1 -18
118 0 UA 877.69 46 34.8% 1014.99 -4 -89
119 0 DE 877.37 32 34.4% 1000.00 -3 -32
120 0 DE 863.21 20 15.0% 1000.00 +1 -82
121 0 IN 858.77 95 31.6% 1094.95 -11 -59
122 0 BR 850.62 61 34.4% 1031.94 +1 -34
123 0 CL 850.34 20 40.0% 1032.13 +1 -61
124 0 DE 845.88 27 22.2% 1000.00 -1 -108
125 0 FR 839.98 56 41.1% 1004.91 +2 -53
126 0 VE 835.15 46 28.3% 1029.01 -1 -125
127 0 FR 833.26 143 27.3% 1000.00 -6 +61
128 0 CO 829.22 82 18.3% 1021.58 -25 -131
129 15 819.32 80 20.0% 1030.35 -8 -179
130 0 DZ 791.91 275 44.0% 1045.11 -1 +100
131 0 CO 783.11 22 18.2% 1000.00 -7 -137
132 0 CA 769.88 67 25.4% 1000.00 -2 -215
133 0 JM 760.54 45 13.3% 1000.00 -10 -199
134 0 TN 753.80 26 19.2% 1000.00 -5 -191
135 2 CO 751.92 182 33.5% 1052.64 -7 +233
136 0 JO 743.57 37 32.4% 1000.00 -7 -160
137 0 743.27 31 19.4% 1021.72 -2 -210
138 0 GR 736.29 36 38.9% 1011.04 +1 -144
139 0 DZ 730.07 25 24.0% 1000.00 -7 -173
140 0 DE 724.82 168 28.6% 1029.95 -3 +167
141 0 717.48 124 42.7% 1008.44 -3 -50
142 0 IT 716.13 170 34.7% 1014.76 -1 +187
143 0 MK 714.20 261 36.0% 1026.34 +1 -52
144 0 IT 709.59 196 45.9% 1053.76 -2 -182
145 0 671.44 54 27.8% 1000.00 -5 -209
146 0 587.52 68 16.2% 1000.00 -2 -362
147 0 NL 510.61 167 34.7% 1020.57 -5 -167
# Player Rating Games Win% Max Rating Streak Trend
1 0 IT 2416.21 449 55.7% 2416.21 +5 +304
2 0 PL 2398.51 182 76.9% 2612.96 +1 +409
3 1 DE 2350.17 498 67.5% 2679.87 +2 +25
4 0 PL 2117.85 67 55.2% 2442.16 -2 +1118
5 0 DE 2030.79 165 79.4% 2201.03 +16 +129
6 0 2007.43 32 84.4% 2008.34 +21 +950
7 0 IT 1974.02 164 46.3% 2248.28 -3 +1094
8 0 PL 1973.36 212 59.4% 2488.15 +5 +280
9 0 IT 1874.62 33 63.6% 1905.47 -1 +876
10 0 1867.94 97 58.8% 1914.11 +2 +811
11 0 SI 1805.53 209 55.5% 2141.37 -2 +570
12 0 CZ 1794.22 38 78.9% 1809.83 +7 +795
13 0 1759.47 20 85.0% 1891.03 +1 +760
14 0 CZ 1662.37 52 51.9% 1697.90 -1 +661
15 0 CZ 1645.10 61 59.0% 1689.53 -1 +647
16 1 BE 1598.11 195 41.0% 1598.11 +1 +553
17 0 VE 1547.62 216 57.4% 1925.67 -4 +5
18 0 GR 1545.48 119 45.4% 1803.05 -5 +393
19 0 LV 1528.53 273 59.3% 1842.16 -2 -172
20 1 LV 1520.46 64 40.6% 1556.54 -1 +521
21 0 ES 1483.01 180 46.7% 1966.67 -1 -262
22 0 MK 1402.74 262 56.1% 1641.52 -2 +510
23 0 CZ 1382.65 24 58.3% 1459.03 +3 +384
24 0 SK 1374.50 71 42.3% 1434.58 +2 +374
25 0 IR 1371.82 165 49.1% 1502.91 -1 +371
26 0 NO 1316.35 134 44.8% 2004.48 -2 +265
27 0 DE 1304.86 55 54.5% 1553.53 -2 +248
28 0 GT 1266.99 192 49.5% 1394.74 -3 +395
29 0 TR 1244.71 20 45.0% 1384.38 +2 +246
30 0 BR 1229.92 48 50.0% 1495.46 -3 +231
31 0 TR 1221.00 26 53.8% 1246.16 +3 +207
32 0 1199.34 56 53.6% 1198.08 +2 +173
33 0 RO 1192.65 57 36.8% 1219.86 +5 +194
34 0 1188.87 26 46.2% 1239.81 -3 +162
35 0 1182.46 72 54.2% 1307.40 -3 +125
36 0 US 1169.47 27 70.4% 1608.09 +2 +156
37 0 1163.51 20 55.0% 1315.48 -2 +137
38 0 SN 1126.14 22 59.1% 1127.21 +3 +127
39 0 CZ 1123.12 26 26.9% 1184.51 +1 +124
40 0 1101.51 135 36.3% 1186.39 -1 +301
41 0 PE 1054.31 85 40.0% 1304.57 -2 +55
42 0 BR 1023.81 85 55.3% 1376.21 -1 +25
43 0 IR 1022.55 25 52.0% 1407.93 +1 +23
44 0 AT 1015.53 32 56.2% 1090.23 +2 +2
45 0 968.00 51 39.2% 1097.59 -2 -89
46 0 AE 942.65 50 24.0% 1305.11 -9 -57
47 0 931.59 43 44.2% 1052.87 +1 -95
48 0 CO 915.28 276 35.9% 1411.36 -1 +167
49 0 MK 881.58 210 39.5% 1107.77 +3 +166
50 0 IT 822.56 21 52.4% 1170.03 +2 -176
51 0 795.09 40 35.0% 1317.96 +1 -262
52 0 UY 769.87 65 41.5% 1246.03 -2 -229
53 0 US 741.13 20 35.0% 1074.14 -1 -258
54 0 BR 738.86 88 39.8% 1035.90 -3 -288
55 0 DZ 738.63 27 37.0% 1046.99 -1 -260
56 0 CO 730.58 42 50.0% 1362.65 -1 -326
57 0 722.63 84 34.5% 1000.00 -2 -334
58 0 CO 722.25 61 45.9% 1611.96 +1 -274
59 0 707.90 22 40.9% 1000.00 -1 -349
60 0 US 663.43 60 41.7% 1261.89 -4 -350
61 0 IR 660.61 23 13.0% 1134.49 -7 -339
62 0 649.21 21 38.1% 1000.00 -2 -365
63 0 IR 636.87 26 30.8% 1000.00 +1 -361
64 0 MA 594.80 46 28.3% 1000.00 -2 -432
65 0 RU 436.06 22 18.2% 1000.00 -4 -564
66 0 NL 352.01 54 29.6% 1038.83 -5 -674
67 0 CH 297.64 170 34.1% 1000.00 +2 -452

FAQ

The system uses a custom Elo-based model tuned specifically for EE2. Each game updates the rating of every participating player based on the expected outcome versus the actual result. Team games are handled with a summed-variance team model, so individual contributions are weighted by player uncertainty. Parameters (K-factor, sigma, etc.) were optimised on historical data to maximise predictive accuracy.

There is however a key difference from classic Elo: standard Elo is purely relative to the current pool of players. This means a dominant player from years ago may have reached a very high rating simply because the competition at the time was weaker — their number would be incomparable to a stronger player active today. Here instead, the goal is to estimate absolute skill level as it stands now. Through the monthly re-centring and active-player adjustments, the scale is kept anchored over time so that a player who was dominant years ago but has since been inactive would be given the rating they would realistically deserve if they came back today — not the inflated number they earned against a weaker historical field. In other words, this leaderboard tries to answer the question: if everyone showed up to play right now, where would they rank?

Each player also carries an internal uncertainty value (sigma) that represents how confident the system is about their true skill level. New players start with a high sigma, and players who have been inactive for a while gradually see their sigma increase again. A higher sigma directly scales up the effective K-factor, meaning those players gain and lose points much faster per game. This allows the system to converge quickly toward a new player's real level rather than moving them up or down by tiny increments over hundreds of games.
You need at least 20 counted games in a given mode (R-R or 5-5) to appear on that leaderboard. A game is counted only if it meets the required settings: Conquest game type and a Plains map (Temperate or Tropical Plains). Beyond that, a game can still be excluded if it triggers one of the internal filters — for example, it was too short, all recorded kill ratios were zero, an AI player was present, or a result could not be determined. All other valid games in the right mode accumulate toward your rating and game count.
Win rate tells you how often you win, but it says nothing about who you were winning against. A player who consistently seeks out weaker opponents can maintain a very high win rate while barely gaining any rating — because the system already expected them to win, so each victory is worth very little. Conversely, a player who often faces stronger opponents may have a modest win rate but a high rating, because every win against a stronger player carries a large reward and every loss costs relatively little.

The rating system is designed to give you the deserved amount of points for each game based on how likely your team was expected to win given everyone's current ratings. Quality of opposition matters far more than raw win count.
The numbers below assume both players are veterans with an active play history, so their uncertainty (sigma) is near its minimum value. This is the baseline case — in practice, a new or recently inactive player carries higher uncertainty, which affects not so much the raw win probability (because game-to-game variability already dominates) but rather the rating points gained and lost: a veteran playing against a high-uncertainty opponent will earn and lose fewer points per game than they would against an equally-rated veteran, since a result against an uncertain player carries less information.

R-R — 1v1 win probabilities by rating gap (both players at minimum uncertainty):
 • ~150 pts advantage → ~60% chance of winning
 • ~390 pts advantage → ~75% chance of winning
 • ~740 pts advantage → ~90% chance of winning

5-5 uses the same model structure as R-R but with separately optimised parameter values tuned specifically to 5-5 game data, so the exact thresholds differ slightly.

Team games are calculated similarly. Each team's effective rating is the sum of all its players' individual ratings divided by the team size raised to a small exponent (around 0.26 for R-R). This means it is neither a pure sum nor a plain average — each additional player contributes positively but with some diminishing return as the team grows larger.

Keep in mind that the overall rating is a single number covering all game formats. Some players are genuinely stronger in team games than in 1v1, or vice versa. If you consistently beat a higher-rated opponent in 1v1, it may simply mean they are a better team player than a solo player — or it could reflect limitations of the model itself.
Indirectly, yes. Each month, players who played enough games receive a small rating boost. After that boost is applied, all ratings are globally re-centred so that the average stays at the baseline — this re-centring applies to everyone, active or not. The net effect is that active players gain rating relative to the field, while inactive players slowly fall behind because they miss the boost but still absorb the re-centring. This is intentional: it models the fact that the average skill level of the active player base improves over time.
Feel free to reach out to Matty — he wants to be informed. That said, corrections are handled case by case with fairness in mind. Large, clearly verifiable situations (e.g. "I played with champion handicap for three days") are much more likely to be addressed than isolated or hard-to-verify cases. Applying fixes selectively could itself be unfair to players who never asked.

If you plan to experiment, test strategies, or play non-seriously, consider using an account whose name ends in NotSerious (e.g. Matty_NotSerious) — those accounts are automatically filtered out and won't affect the leaderboard at all.
The leaderboard auto-updates approximately every hour. You can also force an immediate recalculation using the Update Now button in the top-right corner.
No — Matty will keep improving it whenever he has the time and motivation. This means the leaderboard may occasionally shift noticeably after a recalculation driven by a logic improvement, not just new game data. Think of it as the model getting more accurate over time rather than the ratings being unstable.

Additionally, if it becomes clear that certain players are trying to game the rating system by exploiting specific patterns or edge cases, the model will be adapted to counter that — and everything will be recalculated from scratch with the updated logic. The goal is always to make the ratings as fair and meaningful as possible.

But how do you know if a change is actually an improvement? It is not based on personal judgement. Improvements are measured numerically. In fact, the model is already accurate enough that Matty himself is often uncertain whether the ratings of specific players are right or wrong — and it would be unfair to let personal opinions shape the leaderboard anyway.

Instead, every version of the model is evaluated against thousands of historical games using a purely objective metric: for each game, the model's predicted win probability is compared to the actual outcome. For example, if the model says team A has a 65% chance of winning and team A wins, the squared error for that prediction is (1 − 0.65)² = 0.1225. If the model had instead predicted 70%, the error would be (1 − 0.70)² = 0.09 — smaller, meaning that prediction was closer to reality. Averaging this across all games gives a single number called the Mean Squared Error (MSE). A lower MSE means the model's predictions align better with what actually happened. When a logic change reduces the MSE on held-out games the model has never been optimised on, that is a genuine, verifiable improvement — independent of anyone's opinion about individual players.
Almost certainly yes — but in rare cases, a game that appears valid may not be counted. This system fetches game records from an external source, and occasionally a game simply isn't present there even though it was played. This is not something that can be fixed on the rating system's side, as the issue originates further upstream, in the data that gets made available. It is uncommon, but if you notice a specific game is missing from your history despite meeting all the usual criteria, that is likely the cause. Without the data source this project relies on, none of this would exist in the first place — so the occasional gap is a minor trade-off.