Tiered ladder
Group teams of similar tier, then calculate movement and league points from each completed pool.
Matchmaking
Use Tiered ladder when teams should play opponents near their current tier and move between tiers after each round.
- Every team enters a round with a frozen tier.
- In N-team rotation, each team belongs to one result pool: the teams whose round performance is evaluated together.
- In Full matches, activity is balanced before similar entering tiers are preferred.
- The rematch setting determines whether repeat opponents are allowed, discouraged, or blocked.
- For N-team rotation, the next-tier calculation starts from the pool's average entering tier.
- For Full matches, it starts from the actual opponents' matchup-weighted average entering tier.
- First place moves the result one tier stronger; last place moves it one tier weaker.
- Intermediate places are distributed evenly and rounded toward the stronger tier.
- A winner cannot be demoted, and a last-place or forfeiting team cannot be promoted.
League points
Your round award starts with the base value for your entering tier, then adds the configured performance adjustment. You can specify a scale value, which is used in the following way:
- Relative round placement ranges from +scale for first to −scale for last.
- Round W–L–T record uses scale × (wins − losses) ÷ games.
- Full matches always use your team's own round W–L–T adjustment.
- The base award value can be configured as either a minimum plus an increment per tier, or interpolated between a minimum and maximum.
Round LP = base tier LP + performance adjustment
Placement rounds calculate movement but set the round league-point award to zero.
When results appear
N-team rotation can project a completed pool independently. For Full matches, projections appear only after every required score in the round is filled.