League of Legends Patch Notes 25.13

Patch Highlights

Spirit Blossom Akali, Spirit Blossom Hwei, Spirit Blossom Karma, Spirit Blossom Kayle, Spirit Blossom Nidalee, Prestige Spirit Blossom Zed, and Spirit Blossom Morgana will be available June 25, 2025 at 18:00 UTC.

ARAM

Starting this patch we’re adding two new maps to the ARAM map pool to bring a bit more variety and excitement to each game! From now through 25.16, you’ll load into one of three maps, each with their own, unique look alongside slight gameplay and terrain differences to keep each game feeling fresh. The maps will be your classic Howling Abyss, the new Koeshin’s Crossing, and a returning favorite, Butcher’s Bridge!

Which map you play on will be decided at random, with everyone finding out as soon as you get to the loading screen. They won’t change based on the patch or anything else. Given the maps only have minor gameplay differences you won’t need to stress about having the right champion for each map as there isn’t really a “right” champion. Simply pick the champ you want to play and enjoy whichever map you land on.

We’re also updating rerolls by changing them into something we call Champion Cards. Champion Cards will help you (and your lobby) get more champions, more consistently. At the start of each lobby you’ll be presented with two options to choose from, and whoever you don’t pick will go directly to the bench. If you’re lucky you could even get a THIRD champion card to pick from.

Arena

Arena is back!… except it’s not just back, it’s back for 12 months! You heard that right, Arena is back for a whole year.

Arena’s latest run was well received, both while it was active, and after. When it went away, we saw players actively looking for it and telling us how much they enjoyed it as an alternate way to play League. We heard the conversations in the community across the globe, saw all the tags of our official accounts, and even one region flooded the PBE where Arena was still accessible for them.

So we’re staying true to our word that we’d keep Arena around for longer runs if it does well, and it has. For now we hope you enjoy Arena’s return and we’ll check back in for an update later this year on how it’s going. 

Upcoming Battle Pass Improvements

 We’ve been looking a lot at how all of you progress through the battle pass over the course of each Act, and we want to make sure it feels good and respects the time each of you invests in League. Whether you play 4 hours a day or 4 hours a week, we want to reward the time you dedicate to playing. In the spirit of this, we’ll be introducing some changes to improve how Battle Pass XP (BXP) can be acquired in Act 2 when patch 25.13 goes live


Champion Mastery BXP

Starting with Champion Mastery, we’ll be moving Mastery Set BXP to a mission instead of tying it to Mastery set champions. Under this new system, you’ll be able to obtain the full 2,500 BXP with champions of your choice instead of the ones offered by Mastery Sets.

When we originally introduced Mastery sets our intention was for them to be a way for you to find a new main or two based on the personalized recommendations it provided, gaining some Battle Pass XP along the way. Now that they’ve been live for a while, we’ve looked at how players engaged with these missions. The completion rates we’re seeing aren’t quite hitting our expectations nor are they increasing different champions played, so we’re making the call to remove Mastery sets in Patch 25.13. That said, we’ll keep this learning in mind as we continue to improve the Mastery system in the future. 


Catch Up Missions

We’re also introducing some changes to how the weekly missions will work so that Battle Passes feel better in terms of progression and how often you’re able to complete them. Starting in patch 25.13, instead of weekly missions lasting for 7 days, weekly missions will stick around for 21 days. This means that every week you’ll get a set of new weekly missions and you’ll have multiple weeks to complete them.

Currently, there’s no catchup method for BXP that exists for players jumping in partway through the Act, or for someone who just missed some weeklies because they were busy. With this update you’ll be able to accumulate missions for a while in case you aren’t able to play for a week or two, so you’ll still be able to make meaningful progress on your battle pass. You won’t need to log in or do anything special for this to work, they’ll be in your missions list when you log in. Here’s what this will look like in practice: 

  • Week 1: You’ll get Week 1 missions.
  • Week 2: You’ll get Week 2 missions, and still have any uncompleted Week 1 missions.
  • Week 3: You’ll get Week 3 missions, and still have any uncompleted Week 1 and 2 missions.
  • Week 4: You’ll get Week 4 missions, you’ll still have any uncompleted Week 2 and 3 missions, and any unfinished Week 1 missions will expire.
  • Rinse and repeat.

 We’ll monitor how these changes go, your feedback to them, and continually look for opportunities to make the pass feel better for those of you that choose to get it. 

Windows Compatibility Mode

 With 25.13 we’ll be removing the ability for players to launch League of Legends or Teamfight Tactics in Compatibility Mode in Windows. After hitting the play button in the Riot Client while Compatibility Mode is enabled, a popup will appear offering to disable that setting automatically and launch the game as normal. If it’s declined, the client won’t launch, but if you accept it will disable and attempt to launch normally. This should have no impact to players and will just ensure that League is being launched in a supported configuration.

For more information about what the system requirements to run League are please check out the player support article: Minimum and Recommended System Requirements 

Reporting Updates

We’ve added a new “Rank Manipulation” report category. Previously when someone went to report someone for boosting or purposefully deranking, players would have to select a random category to report this behavior, so we’ve added a new report option as we continue our work towards better combating these behaviors. If you see accounts in your matches that are inappropriately placed, please report those with this new option. Boosting, deranking, etc. is not okay and you’re going to hear more from us on this soon.

The “Intentional Feeding” report category has also been renamed to “Disruptive Gameplay” to more accurately describe its intended use and make it a little more clear on what should be reported here.

Players will now no longer receive AFK penalties if they reconnect to the match-in-progress and win.

We’ve also adjusted the reporter feedback notification period after reporting a player from 14 days to 3 days to keep the notifications more relevant. 

Champions

Briar

W attacks can no longer be canceled. E cast time reduced.

 We’ve hunted down some awkward bugs on Briar that should improve how she feels to play. 


W – Blood Frenzy

  • NEW: Frenzied attacks can no longer be canceled. (This prevents her from sometimes canceling attacks when chasing fast moving enemies)

E – Chilling Scream

  • Cast Time After Channel: .25 (scaling down with Attack Speed) ⇒ .15

Fiddlesticks

W damage increased.

 Fiddlesticks is struggling a bit in the jungle so we’re giving it some gold scaling power that shouldn’t affect its Support efficacy much, which we think is in a decent spot. 


W – Bountiful Harvest

  • Damage per second: 60 / 90 / 120 / 150 / 180 (+ 40% AP) ⇒ 60 / 90 / 120 / 150 / 180 (+ 45% AP)

Gangplank

W mana cost decreased. R cooldown decreased.

 Experienced Gangplank players are opting for some mana solves (buying early mana crystal and selling it) in early game, and this is indicative of his play pattern not being supported in early game. We’re massaging some of his early game and giving him a small ult CD buff as he appears to be underperforming, even among skilled players.


Q – Parrrley

  • Mana Cost: 55 / 50 / 45 / 40 / 35 ⇒ 50 / 45 / 40 / 35 / 30

R – Cannon Barrage

  • Cooldown: 170 / 150 / 130 ⇒ 160 / 140 / 120

Irelia

Passive attack speed increased at lower levels.

 Irelia’s got some room to be a more powerful fighter and we’d specifically like to make her better at her skirmisher outputs of repeated damage without being as reliant on items to carry that power budget. So, we’re juicing up her early game passive power to make her able to scrap and trade autos early on against other melee champions. 


Passive – Ionian Fervor

  • Attack Speed per stack: 7.5% – 25% (based on level) ⇒ 10% – 25% (based on level)
  • Max Attack Speed: 30% – 100% (based on level) ⇒ 40 – 100% (based on level)
  • [Bug Fix] Attack Speed now dynamically updates if she levels up while buffed.

Kindred

R cooldown decreased at lower ranks.

 We think Kindred can be an exciting niche jungle pick at MSI this year and they currently have enough room to receive a buff without harming regular play, so we’re attempting to give them some more power specifically geared toward coordinated play by offering up more ult casts. 


R – Lamb’s Respite

  • Cooldown: 180 / 150 / 120 ⇒ 160 / 140 / 120

Nidalee

Q damage increase based on range increased.

 Nidalee’s buffs from last patch still left her a touch weaker than we’d like and we’re still looking to buff her jungle much more than top lane. We think her signature spell could stand to pose more of a threat so we’re taking a swing at bumping up the fantasy of landing those max range javelins. 


Q – Javelin Toss

  • Damage increase based on distance traveled: 0 – 200% ⇒ 0 – 225%
  • Distance required for damage amp: 525 ⇒ unchanged

Rammus

Health Growth increased. W Armor/Magic Resist increased.

 Rammus’s update was successful in making him much more consistently useful but we shot a little low on his power level. We’d like to buff him back up and specifically re-enable the choices he used to have around what ability to max first. We’re giving him some generic durability and empowering Defensive Ball Curl’s rank-up as a way to ensure he can opt into being the tankiest armordillo he can be. 


Base Stats

  • Health Growth: 94 ⇒ 100

W – Defensive Ball Curl

  • Bonus Armor/Magic Resist: 27 ⇒ 27 / 32 / 37 / 42 / 47

Ryze

W damage increased, and mana cost adjusted.

 Ryze is currently stronger than he ought to be and risks taking over the mid lane pool at MSI this year, so we’re delivering a small nerf to his early laning phase where his opponents don’t have much room for counterplay. 


W – Rune Prison

  • Damage: 70 / 100 / 130 / 160 / 190 (+ 70% AP) (+ 4% Bonus Mana) ⇒ 60 / 90 / 120 / 150 / 180 (+ 70% AP) (+ 4% Bonus Mana)
  • Mana: 40 / 55 / 70 / 85 / 100 ⇒ 50 / 60 / 70 / 80 / 90

Twisted Fate

R cooldown increased.

 Twisted Fate’s buffs from last patch overshot our goals and now he’s arguably the strongest mid laner in the game. We’re happy that TF has his time back in the sun, but he’s currently too dominant, so we’re walking back about 1/3 of the power we gave him two weeks ago. 


R – Destiny

  • Cooldown: 160 / 130 / 100 ⇒ 170 / 140 / 110

Vi

Passive shield decreased.

 Last patch’s rank-up adjustments significantly increased her overall win rate due to aligning ability incentives with what the majority of her players were already doing. Now that that misalignment’s been solved, we’re back to nerf her out of the #1 jungle slot at MSI this year. Vi’s shield durability has historically been one of her most pro skewed levers, as the shield isn’t always chewed through in 1v1s that are more likely to happen, as opposed to the more teamfighty nature of pro. Our hope is that the combination of these last few patches leaves Vi at a similar place for regular players while having reduced pro presence. 


Passive – Blast Shield

  • Shield: 14% Max HP ⇒ 12% Max HP

Yorick

Base Armor decreased.

 Our Yorick changes last patch succeeded in re-introducing some more choice into his first slot but failed to strip out as much power as we wanted to. This patch we’re continuing to nerf his early strengths in order to give more champions room to fight back against him before completed items come online. 


Base Stats

  • Armor: 39 ⇒ 36

ARAM Balance Changes

 Hello ARAMers, This patch, we’re giving some help to AD Shaco and Rengar, encouraging their assassin builds with a few targeted buffs. We’re also removing old nerfs on a few champions to bring them closer to their intended power levels. On the nerf side, we’re addressing some frustrating outliers. For Mel, we’re keeping her damage but slowing down how often she can use it to allow more counterplay.

Let us know how it feels—and see you on the Bridge! 

Champions

Mel

  • Ability Haste: 0 ⇒ -10

Rengar

  • Q AD Ratio: 100% – 115% ⇒ 110% – 225%
  • Empowered Q AD Ratio: 130% ⇒ 140%
  • E Bonus AD: 80% ⇒ 100%

Shaco

  • Passive Bonus AD: 30% ⇒ 40%
  • Q Cooldown: 12 / 11.5 / 11 / 10.5 / 10 ⇒ 12 / 11 / 10 / 9 / 8
  • Q Bonus AD: 65% ⇒ 85%
  • E Bonus AD: 80% ⇒ 100%

Singed

  • Damage Dealt: 95% ⇒ 100%

Udyr

  • Healing: 90% ⇒ 100%
  • Shielding: 90% ⇒ 100%

Vayne

  • Damage Dealt: 105% ⇒ 100%

Volibear

  • W Healing Missing Health Bonus: 8 / 10 / 12 / 14 / 16% ⇒ 8 / 11 / 14 / 17 / 20% (Same as Summoner’s Rift)

Yasuo

  • W Cooldown: 25 / 23 / 21 / 19 / 17 ⇒ 27 / 25 / 23 / 21 / 19

Skin English VO Updates

 We’re currently recording and catching up on missing English VO from our recent skins that we had to release with their base champion VO. We’ll be working backwards starting with Spirit Blossom Morgana and Spirit Blossom Karma! So they’ll be arriving with their final English VO with Patch 25.13. Going forward we’re aiming to ship any new skins with their complete and final VO. 

Sanctum and Mythic Shop Updates

 Spirit Blossom Morgana will be arriving in the Sanctum in 25.13.

We’re also adding the following to the Mythic Shop:

  • “In Bloom” Nexus Finisher – 250 ME
  • “In the Palm of My Hand” Spirit Blossom Morgana animated emote – 25 ME

This means that Sahn-Uzal Mordekaiser, his animated emote, and the “The Reckoner” Nexus Finisher will be leaving the Sanctum/Mythic Shop respectively. 


Sanctum Mythic Essence

This patch, we’re buffing Mythic Essence in the Sanctum. The Sanctum will be distributing more Mythic Essence per Ancient Spark on average, and more Mythic Essence as overall. To accomplish this, we’ll be adding 2 Mythic Essence anytime you are awarded an icon or an emote, making the more common B-Tier results even better, and slightly reducing the drop rates of the highest Mythic Essence payouts.

We’ll also be increasing the S-Tier duplicate payout for Mythic Variants from 100 to 130 Mythic Essence. This will make duplicate pulls for Mythic Variants more equal in value to the rewards for the Exalted duplicates. This change is live in 25.13, and will be reflected in the next Mythic Variant.

All of these changes will be reflected in the drop table in the client in the Sanctum tab. 

  • Random Icon ⇒ Random Icon + 2 Mythic Essence
  • Random Emote ⇒ Random Emote + 2 Mythic Essence
  • Mythic Variant S-Tier duplicate pull: 100 Mythic Essence ⇒ 130 Mythic Essence

Client Shop Skin Preview Test

Some of you might notice a new skin preview in the client that we’re currently testing when viewing new Spirit Blossom or Inkshadow skins. Not everyone will see this as we’re just testing this feature. This test will run for one or two patches and then we’ll be turning it off later.

We do these tests from time to time to evaluate improvements that we’re thinking about within the client. If it hits our goals (Do players like it and find it helpful?, Do players find it?, How often players use it?, etc.) It could be something that we decide to do in the future, if it doesn’t then we’ll go back to the drawing board for it. 

Bugfixes & QoL Changes

  • Fixed an issue where Viego was unable to see the options to upgrade the support item.
  • Fixed an issue where Renata W could prevent kill credit to the respective champion if last hit by pets.
  • Fixed an issue where Feat of Warfare could not be incremented when pets kill a champion with Renata W on them.
  • Fixed an issue where Viego was unable to move normally after possessing Jhin and using his E, or Caitlyn’s E if he previously possessed Pantheon and used his E. (Yes this bug is that specific, Viego things)
  • Fixed an issue where Hwei’s P would trigger in an incorrect location under specific situations.
  • Fixed an issue where Milio’s passive would trigger the Electrocute rune on an ally.
  • Fixed an issue where Azir’s R wouldn’t move minions.
  • Fixed an issue where Zac and Anivia’s passive would trigger through the fountain turret. This was an inconsistency that we’ve corrected and now mirrors Guardian Angel.
  • Fixed an issue where if Neeko would disguise as Karma her disk wouldn’t spin.
  • Fixed an issue where Karma’s disk wouldn’t spin after reconnecting.
  • Fixed an issue where Akali’s Passive indicator would sometimes appear around an incorrect character.
  • Fixed an issue where Senna’s Mist Wraiths would consume Senna’s On-hit bonus procs.
  • Fixed an issue where Sylas could keep his stolen Ultimate if he jumped into the Rift Herald as he casted it.
  • Fixed an issue where Sylas could cast a stolen Ultimate a second time if he casted Teleport at the end of the Ultimate cast.
  • Fixed an issue where if a Twitch jumped into the Rift Herald while in his Q, the charge would appear incorrect to the enemy team.
  • Fixed an issue where Mel could get the kill credit on a teammate from her Passive empowered attack when Renata applies her R to her.
  • Fixed an issue where Sylas could keep a champion’s model if he casted a stolen Ultimate and then teleported.
  • Fixed an issue where Zilean’s second Q on the same target would not play the countdown SFX.
  • Fixed an issue where Ahri would not receive her passive heal while in stasis.
  • Fixed an issue where Katarina’s R would cancel if you cast E on nothing outside of E’s range.
  • Fixed an issue where Viego possessing an enemy who had Hullbreaker could continuously grant nearby minions armor and magic resistance.
  • Fixed a Practice Tool bug where the Stack Items function could infinitely stack in certain instances.
  • Fixed a Practice Tool bug where Rod of Ages could exceed 10 stacks.

Upcoming Skins & Chromas

The following skins will be released in this patch:

Yunara Abilities – League of Legends

Yunara Abilities

Passive – Vow of the First Lands

Yunara’s Critical Strikes deal additional Magic damage.


Q – Cultivation of Spirit

Passive: Yunara’s Attacks deal additional magic damage on hit. Launching an attack causes Yunara to generate 1 Unleash, increased to 2 when attacking a champion. Not attacking causes Yunara to lose Unleash over time.

Active: Yunara unleashes her inner potential for a duration in which she gains: increased Attack Speed, her attacks deal additional magic damage on-hit and her attacks spread to nearby enemies dealing additional damage.


W – Arc of Judgement / Arc of Ruin

Yunara lets rip a spinning prayer bead that slows down when near enemies and lingers and expands when it reaches its end point. The initial hit deals damage and applies a decaying slow on the target over a short duration. It deals additional damage to enemies in the area.

Transcendent State – Arc of Ruin: Yunara fires off a laser that deals damage and applies a decaying slow for a short duration.


E – Kanmei’s Steps / Untouchable Shadow

Yunara becomes Ghosted and gains Move Speed, increased when moving towards an enemy champion, that decays over a short duration.

Transcendent State: Yunara dashes in a direction.


R – Transcend One’s Self

Yunara enters a Transcendent State for a period of time; Cultivation of Spirit is activated for the duration, Arc of Judgement is upgraded to Arc of Ruin and has its cooldown reduced, and Kanmei’s Steps is upgraded to Untouchable Shadow and has its cooldown refreshed.

The Return of Arena

Source by Riot Cadmus

Arena is back with patch 25.13.

Hey everyone… Arena is coming back! We’ll be turning Arena back on in patch 25.13 and will keep it on for at least the next 12 months. We will have some minor updates throughout the rest of 2025, with a larger update coming in the first half of 2026 and we’ll see how things go from there.

In the past, we said we’d consider keeping Arena around for a longer run depending on how it was received.

Arena’s latest run was well received, both while it was active, and after. When it went away, we saw players actively looking for it and telling us how much they enjoyed it as an alternate way to play League. We heard the conversations in the community across the globe, saw all the tags of our official accounts, and even one region flooded the PBE where Arena was still accessible for them. 

So… this seems like the time to give that longer run a go.

For the rest of this year, you’ll be playing Arena in the Grand Reckoning from Season 1 without any fundamental changes. We’ll be doing regular balance updates every other patch, somewhat similar to what we do for ARAM. Also, when we turn it back on, you’ll continue right where you left off in regards to your Arena God Challenge or Fame. 

Later this year, there will be a progression reset for Arena with Season 3 as well as some new augments to earn and unlock! We’ll share more about that as we get closer. 

For now we hope you enjoy Arena’s return. We’ll be sure to check back in and let you know how it’s going later this year. As always, thanks for reading and we’ll see you in the Grand Reckoning!

Rematch Stats: What the Rematch Beta Numbers Tell Us About the Game’s Future

Rematch Beta – What The Numbers Tell Us

The second open beta for the highly anticipated soccer game, Rematch, has officially concluded, and the developers have just dropped a treasure trove of data showcasing the community’s incredible engagement. The final Rematch stats from the 66-hour beta period (May 28-31, 2025) paint a clear picture: this game is already a massive hit.

From staggering player counts to mind-boggling in-game achievements, let’s break down the official Rematch beta stats and see what the community accomplished.

Overall Engagement: The Big Picture

The numbers for the beta are nothing short of spectacular. The developers revealed that a massive 1,885,382 active players hit the pitch over the weekend.

This passionate player base was incredibly busy, playing a total of 6,706,903 matches. All that action added up to a colossal 6.25 million hours of total playtime, which the developers helpfully calculated as being equal to 714 years!

The data also gives us insight into the game’s pacing:

  • Average Match Duration: 7 minutes and 48 seconds
  • Average Overtime Duration: 2 minutes and 58 seconds

Rematch Player Count: A Platform-by-Platform Breakdown

The Rematch beta was available across multiple platforms, and the stats show a clear leader in terms of adoption for this test phase. Here’s how the Rematch player count broke down:

  • Steam: 1,594,845 Players
  • PlayStation: 269,874 Players
  • Xbox: 20,146 Players
  • Game Pass: 552 Players

The PC community on Steam made up the vast majority of the beta’s population. The much lower numbers on Xbox and Game Pass are a direct result of the limited access, where only around 50,000 keys were distributed to players via newsletter for this phase of testing (about half of all Xbox players with a key were online at the same time!).

Concurrent Player (CCU) Growth

The game didn’t just have a lot of players; it had sustained and growing interest. The Concurrent User (CCU) graph shows player numbers peaking higher each day of the initial beta weekend.

  • May 29 Peak: 188,486
  • May 30 Peak: 215,066
  • May 31 Peak: 221,566

The enthusiasm was so overwhelming that in response to popular demand, the beta was extended by 24 hours to June 1st. On this bonus day, the game still pulled in a massive peak of 175,978 concurrent players.

This strong performance across the entire event is a fantastic sign, indicating that players who tried the game were sticking around and that word-of-mouth was drawing in new people right up to the very end.

In-Game Player Stats: A Flurry of Action

What happens when nearly two million players play almost seven million matches? You get some astronomical in-game numbers. The overall Rematch game stats are a testament to the non-stop action:

  • Goals: 33.1 Million
  • Assists: 19.1 Million
  • Passes: 191.9 Million
  • Dribbles: 50.9 Million
  • Shots on Target: 110 Million
  • Goalkeeper Saves: 37.4 Million

Celebrating the Elite: The Top 3 Players

While millions played, some truly stood out from the crowd. The developers highlighted the top performers in key categories, giving us a glimpse at the beta’s most skilled players.

The Most Dedicated Player

A special shoutout goes to user Ilkuivrll, who played the most during the beta. Their dedication is astonishing:

  • Play Time: 61 hours and 12 minutes (out of a 66-hour beta!)
  • Matches Played: 504

Best Goalkeepers (Saves Per Match)

  1. Itora – 5.13 (Tied)
  2. 埃敏是個同性戀 – 5.13 (Tied)
  3. X_Ghost_Maco_X – 5.06
  4. Victor7770 – 5.00

Best Strikers (Goals & Assists Per Match)

  1. Lethal Shooter – 3.61
  2. SoyUnDiosTT – 3.50
  3. dhnjsanjdn – 3.48

Best Midfielders (Passes Completed Per Match)

  1. Control – 14.87
  2. Morray – 13.87
  3. selvaggioculo – 13.27

Best Defenders (Interceptions Per Match)

  1. k – 21.69
  2. μ – 21.58
  3. step craig – 21.18

These impressive Rematch stats confirm that the beta was a resounding success. With a massive and engaged community already forming, the full launch of Rematch is shaping up to be one of the biggest gaming events of the year.

Rematch Rank System Explained – Full Guide

Ready to prove your skills on the pitch? The competitive ranked mode in the new soccer game Rematch offers a challenging ladder for players to climb. Whether you’re a solo competitor or queuing with a full squad, understanding how the ranking system works is the first step toward reaching the coveted Elite rank.

This guide breaks down everything you need to know about the Rematch ranking system, from the initial placement matches to the intense promotion series and the RP you’ll earn along the way.

All Ranks and Divisions in Rematch

The competitive structure in Rematch is divided into seven distinct Ranks. Based on the latest information from beta tests, most ranks are further broken down into three divisions, which you must progress through to advance.

The ranks are ordered from lowest to highest:

  • Bronze (1, 2, 3)
  • Silver (1, 2, 3)
  • Gold (1, 2, 3)
  • Platinum (1, 2, 3)
  • Diamond (1, 2, 3)
  • Master (1, 2, 3)
  • Elite (The highest rank with no divisions)

You will start in the lowest division (Division 3) of a rank and work your way up to Division 1.

Rematch Rank Distribution (Beta 2 Data)

Curious about where you’ll stack up against the competition? The developers shared some preliminary rank distribution data in the official Rematch Discord from the second beta test. This gives us a fascinating snapshot of how the player base was spread across the ranks.

BIG DISCLAIMER: The developers have emphasized that due to the very limited duration of the Beta, these numbers do not represent an accurate distribution for the live game. The distribution will likely be very different as players get more time to climb the ranks.

Here is a full breakdown of the player distribution across all ranks during Beta 2.

  • Bronze: 26.27%
    • Division 3: 8.51%
    • Division 2: 8.02%
    • Division 1: 9.74%
  • Silver: 41.92%
    • Division 3: 14.61%
    • Division 2: 14.6%
    • Division 1: 12.71%
  • Gold: 26.71%
    • Division 3: 12.25%
    • Division 2: 9.02%
    • Division 1: 5.44%
  • Platinum: 4.65%
    • Division 3: 3.01%
    • Division 2: 1.21%
    • Division 1: 0.43%
  • Diamond: ~0.38%
    • Division 3: ~0.24%
    • Division 2: ~0.09%
    • Division 1: ~0.05%
  • Master: ~0.06%
    • Division 3: 0.035%
    • Division 2: 0.014%
    • Division 1: 0.008%
  • Elite: ~0.02%

Key Takeaways from the Beta Distribution:

  • Silver is the most populated rank: A massive 41.92% of players in the beta landed in Silver, making it the central hub of the player base.
  • The majority of players are in Silver and Gold: Combined, these two ranks accounted for over 68% of the beta’s ranked population.
  • Reaching Platinum is a significant achievement: Only about 5% of players reached Platinum or higher, marking it as the entry point to the upper echelon of competitors.
  • The highest ranks are extremely exclusive: Less than half a percent (~0.46%) of the entire player base managed to climb into Diamond, Master, or Elite, proving just how challenging the top of the ladder is.

How the RP (Rank Points) System Works

Your progression through the ranks is determined by Rank Points (RP). This system is straightforward and rewards consistent performance.

  • RP per Division: Each division requires 100 RP to advance.
  • RP for a Win: You gain a fixed +20 RP for every match you win.
  • RP for a Loss: You lose a fixed -17 RP for every match you lose.

To advance to the next division, you need to earn 100 RP, which takes exactly 5 wins. However, the system is unforgiving. A loss costs you -17 RP, nearly wiping out the progress from a hard-fought victory (+20 RP). This small margin means a single defeat almost sets you back a full win, making a consistent, positive win rate essential for climbing the ladder.

Getting Started: Your Placement Matches

Before you are assigned a rank, you must complete 5 placement matches. These matches are crucial as they determine your starting point on the competitive ladder.

Your performance in these games matters. Players have reported that factors like your win/loss record and potentially your in-game score (MVPs, points, goals) can influence your placement. With a strong performance across all 5 matches, it’s possible to place as high as Platinum.

Climbing the Ladder: Promotion Matches

To advance from one rank tier to the next (e.g., from Gold to Platinum), you must prove you’re ready by winning a Promotion Series.

How Promotion Matches Work

  • When do they trigger? Promotion matches begin when you are in Division 1 of your current rank and earn enough RP to advance. For example, when you are in Gold 1 and pass 100 RP, you will enter your promotion series to get into Platinum 3.
  • The Format: You must play a best-of-three series (you have 3 matches to win 2).
  • Success: Winning 2 out of your 3 promotion matches will successfully promote you to the next rank tier.
  • Failure: If you fail to win 2 matches, you will remain in Division 1 of your current rank and will need to earn enough RP to try again.

The Exception: Master to Elite

There are no promotion matches required to advance from Master 1 into the Elite rank. Once you earn enough RP in Master 1, you will automatically be promoted, solidifying your spot among the game’s best players.

Key Ranked System Features to Know

Beyond the core mechanics, here are a few other critical details about how the Rematch ranked system functions.

No Demotion Between Ranks

One of the most player-friendly features is the demotion protection between ranks. This means once you achieve a rank like Gold, you cannot fall back down to Silver for the remainder of the season. You can, however, be demoted between divisions (e.g., dropping from Gold 1 back to Gold 2 if you lose a match at 0 RP). This system encourages players to keep playing without the fear of losing their hard-earned rank tier.

Party Size and Queues

Rematch offers a flexible party system. You can queue for ranked matches with any size party, from playing solo to teaming up with a full squad. Currently, there appears to be no separate queue for solo players and parties, meaning you will face opponents of varying party sizes.\

Frequently Asked Questions (FAQ)

Q: How many net wins does it take to get through one division?
A: Since you get +20 for a win and -17 for a loss, each “win-loss” pair gives you a net gain of +3 RP. However, it’s easier to think of it this way: you need 5 wins to gain 100 RP. Each loss costs you 17 RP, which is almost the same as a win. You must maintain a win rate above 50% to climb effectively.

Q: Can I drop from Platinum back down to Gold?
A: No. The current system prevents players from being demoted to a lower rank tier. Once you’re Platinum, you’re Platinum for the season, though you can still move between Platinum 1, 2, and 3.

Q: Do I have to play promotion matches to get into Elite?
A: No. The promotion from Master 1 to Elite is automatic once you acquire the necessary RP.

Q: Can I play ranked with my friends who are in different ranks?
A: Yes. Currently, there are no rank restrictions when partying up for ranked matches. You can queue with friends of any rank, from Bronze to Master, making it easy to play together regardless of skill difference.

ARC Raiders Release Date, Game Details, Price, Features

Embark Studios announced that ARC Raiders will officially launch across the globe on October 30, 2025 during the 2025 Summer Games Fest.

It will be available on PC (Steam and Epic Games Store), Xbox Series X and S, and PlayStation 5. While some were disappointed after rumors circulating around a potential shadow launch ended up being squashed by the Stockholm-based studio during Summer Game Fest, Embark has promised they are hard at work to ensure players have a smooth and enjoyable day-one experience.

What is ARC Raiders?

ARC Raiders is a multiplayer PvPvE extraction shooter, set in a futuristic and hostile earth that is being overtaken by a mysterious mechanized threat known as ARC. As an ARC Raider, fight your way through both machine and other raiders to secure the best loot for you and your team take on humanity’s last major battle for survival.

How do you play ARC Raiders?

You can play solo, duo, or a three-player squad. After landing on a random spot across the map, you will have 30 minutes to find as much loot, weapons, and gear as you can before heading to one of the extraction points to extract everything you were able to collect. Of course, all while avoiding the ARC mech’s and other player squads as well.

ARC Mech Enemy

Is ARC Raiders cross-platform?

Yes. ARC Raiders supports cross-platform play across PC, Xbox, and PlayStation.

How much will ARC Raiders cost?

ARC Raiders will cost $39.99 at launch. Currently, Embark has not revealed if there will be multiple tiered-versions of the game to purchase.

Will ARC Raiders have micro-transactions or a battlepass?

Yes. ARC Raiders is confirmed to have a Battle Pass that you can purchase with 500 Raider Tokens (purchasable via playing the game or using real-life money).

Will there be another ARC Raiders playtest?

Currently there has not been any confirmation of another playtest for ARC Raiders. There have been 2 playtests so far, and with the game nearing launch, it’s not certain if we will see another.

Arc Raiders Three-Player Squad

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