Patch 26.15 Notes – League of Legends

Patch 26.15 notes for League of Legends are here. (Source)


League of Legends Classic

Our newest (oldest) game mode is coming to a server near you! Relive the glory days with League Classic. Marvel at what passed for modern graphical fidelity in the 2010s, outplay your opponents with point and click stuns and using old new items like Heart of Gold…! Classic features 60 champions using classic versions of their gameplay across League’s early history and is an experience that emphasizes strategy over mechanics and stronger consequences, both positive and negative, for your actions. If you want to learn more about League Classic, check out our dev blog here. We’ll see you on the Rift, but be careful, the monsters fight back (use your health potions please)!

Ranked Season 3 Start

Ranked Season 3 will start at 12pm on July 29 local server time. Victorious Ranked Mission (15 Ranked Games won) will be refreshed with season start, and end of S2 rewards will be distributed shortly after S3 start. Shard transfer service will be temporarily off until S2 rewards are granted.

Aegis of Valor

Aegis of Valor has helped make autofill games feel worth playing out, but its loss protection and Mastery requirement created a secondary objective: play for the grade, not necessarily for the win. That’s the opposite of what a Ranked incentive should ask of you. We want every Ranked teammate to share the same goal, which is trying their very best to win the game.

  • We’re refocusing Aegis entirely around victory: it will no longer reduce LP losses in the case of defeat, and wins will award double LP without requiring a minimum mastery score.
Apex Duo Restrictions

When we brought duo queue back to Apex, our goal was to let more high-ranked players play together without compromising the quality of the ladder. The results were mixed. In Master, duos were generally manageable, but we still saw enough impact on match quality to warrant tighter limits. In GM and Challenger, smaller player pools and extremes of skill give duos an outsized impact on game outcomes, one we can’t consistently offset without creating excessive skill gaps or less competitive lobbies. As our matchmaking systems improve, we’ll keep looking for ways to bring duo queue back to GM and Challenger, but only once we can do so without compromising the fairness and competitive integrity they’re meant to represent.

  • Master players will now be able to duo, but only with players close to them in rank.
  • GM, Challenger, and players with GM or Challenger MMR will not be allowed to duo.
  • For more details on the exact restrictions, see here.

Champions


Ever since the loss of Mobility Boots / Symbiotic Soles, Alistar has felt constrained in his gameplay, to the point he’s failing to compete in the current meta even though it favors roaming supports – a space we expect him to excel in.
Base Stats
Move Speed: 330 ⇒ 335
This patch, we’re launching a set of Bel’Veth changes that are aimed at making her gameplay pattern a bit less focused around her early game, in order to allow her to fulfill her fantasy as a late game scaling champion. The major changes here are making her Q at early levels function more like a regular dueling ability in order to reduce just how heavily she can put certain champions behind with early invades. Historically, this Q tuning has caused us to repeatedly balance around her very early strength at a loss to many of her other more core functions. While we acknowledge that there’s a subset of Bel’Veth players who love this capability, broadly, we think it’s paying too many tradeoffs for the rest of her audience. We are looking to move some of her early game power to her mid and late game by leaning more on her evolution fantasy and her stacking mechanic. We believe that high moments like having form until death when you have gotten enough stacks feels like a transformative yet exciting moment that lines up a bit more with her kit expectations.
Base Stats
Attack Speed: 0.85 ⇒ 0.67
Attack Speed Ratio: 0.85 ⇒ 0.67
Attack Damage: 60 ⇒ 55
Basic Attack Damage Modifier: 75% ⇒ 100%
Attack Cast Time: 0.25 ⇒ 0.22
Total Attack Animation: Adjusted to feel better at lower Attack Speeds
Armor: 32 ⇒ 28
Armor Growth: 4.7 ⇒ 5
Health: 610 ⇒ 580
Health Growth: 105 ⇒ 110
Model Size: 100% ⇒ 95%

Passive – Death In Lavender

Attack Speed After Spell Cast: 20% minimum / 40% maximum for 2 attacks ⇒ 20% for 3 seconds
Attack Speed per Stack: 0.28% minimum / 1.1% maximum ⇒ 0.1% minimum / 2% maximum

Q – Void Surge

Speed: 800 / 850 / 900 / 950 / 1000 ⇒ 850
Time Between Casts: 1 ⇒ 4 / 3.25 / 2.5 / 1.75 / 1
Monster Damage Modifier: 55 / 65 / 75 / 85 / 95 ⇒ 70
Minion Damage Modifier: 60 / 70 / 80 / 90 / 100% ⇒ Removed
Damage: 0 / 5 / 10 / 15 / 20 (+100% Attack Damage) ⇒ 12 / 14 / 16 / 18 / 20 (+105% Attack Damage)
Attack Speed to Ability Haste Conversion: 0.25 ⇒ 0.2

W – Above And Below

Damage: 70 / 110 / 150 / 190 / 230 (+100% Bonus Attack Damage) (+125% Ability Power) ⇒ 80 / 140 / 200 / 260 / 320 (+150% Ability Power)
Slow Duration: 1.25 / 1.5 / 1.75 / 2 / 2.25 seconds at 50% slow ⇒ 2 seconds at 30% slow
Knockup Duration: 0.75 seconds ⇒ 0.6 / 0.7 / 0.8 / 0.9 / 1 second

E – Royal Maelstrom

Damage per Strike: 6 / 7 / 8 / 9 / 10 (+8% Attack Damage) (+8% On-Hit effects), increased up to 300% based on missing Health ⇒ 10 / 12 / 14 / 16 / 18 (+12% Attack Damage) (+12% On-Hit effects), increased up to 100% based on missing Health
Number of Strikes: 6 + 1 per 33% bonus Attack Speed ⇒ 6 + 1 per 40% bonus Attack Speed
Damage Reduction: 35 / 40 / 45 / 50 / 55% ⇒ 20 / 30 / 40 / 50 / 60%
Lifesteal: 20% ⇒ 20 / 25 / 30 / 35 / 40%
Lifesteal Scaling: 100% ⇒ Removed
Cooldown: 20 / 19 / 18 / 17 / 16 ⇒ 24 / 21 / 18 / 15 / 12
Monster Damage Modifier: 150% ⇒ 200%

R – Endless Banquet

Passive On-Hit Application: Every other attack ⇒ Every attack
Passive True Damage: 6 / 10 / 14 (+12% Bonus Attack Damage) ⇒ 2 / 4 / 6 (+3% Bonus Attack Damage)
Target Swapping: Passive removed when swapping targets ⇒ Passive no longer removed when swapping targets
Maximum Epic Monster Stacks: 10 ⇒ 8
Passive Application Requirement: E and Q required Bel’Veth to have attacked the target first ⇒ E and Q no longer require Bel’Veth to have attacked the target first
Explosion Damage: 150 / 200 / 250 (+100% Ability Power) (+25% missing Health) ⇒ 150 / 200 / 250 (+150% Ability Power) (+20% missing Health)
Heal per Bonus Health: 100 / 150 / 200 (+120% Bonus Attack Damage) (+90% Ability Power) ⇒ 100 / 250 / 400 (+150% Bonus Attack Damage) (+150% Ability Power)
Basic Attack Range Bonus: 75 ⇒ 25 / 75 / 125
Total Attack Speed: 10 / 15 / 20% ⇒ 5 / 15 / 25%
Size: 10% ⇒ 10 / 15 / 20%
Unempowered Buff Duration: 60 ⇒ 45 / 90 / infinite at 0 / 40 / 80 stacks
Empowered Buff Duration: 180 ⇒ 45 / 90 / infinite at 0 / 40 / 80 stacks
Post-Cast Lockout: 0.5 seconds ⇒ 0.25 seconds
Despite the recent buff, Kai’sa remains weaker than expected, especially late game for a marksman who is supposed to hyperscale to make up for her short range. We’re tapping up her scaling to help her output as she nears her final form.

Passive – Second Skin

Caustic Wounds: 4 – 24 (Champion Level) (+12% Ability Power), +1 – 6 (Champion Level) (+3% Ability Power) per prior stack ⇒ 4 – 30 (Champion Level) (+12% Ability Power), +1 – 8 (Champion Level) (+3% Ability Power) per prior stack

Locke

Locke continues to climb the mastery curve, so we’re continuing nerfs to keep him in line. Particularly, we observe his early game to be clearly over, even for a snowball reliant assassin, and we also want to avoid W 2nd max as optimal as it gives him too much safety for the risks he should need to take.
Base Stats
Health: 655 ⇒ 620

Q – Ritual Nails

Base Damage – Nail: 50 / 58 / 66 / 74 / 82 (+20% Ability Power) ⇒ 40 / 48 / 56 / 64 / 72 (+20% Ability Power)
Three Nails Damage: 150 / 174 / 198 / 222 / 246 (+60% Ability Power) ⇒ 120 / 144 / 168 / 192 / 216 (+60% Ability Power)

W – Soul Ignition

Move Speed: 40 / 45 / 50 / 55 / 60% (+2% per 100 Ability Power) ⇒ 40% (+2% per 100 Ability Power)
Grey Health Base Value: 40 / 70 / 100 / 130 / 160 (+120% Ability Power) ⇒ 40 / 60 / 80 / 100 / 120 (+100% Ability Power)
Maokai has gradually faded out of both top and jungle play since our last major work on him. We think that ultimately his top laning experience is not the greatest for all parties involved, so for now we are mainly focused on buffing his jungle back up, where we think he has a fairly unique output as a zone controlling tank.

Q – Bramble Smash

Monster Damage Modifier: 140 / 150 / 160 / 170 / 180 ⇒ 150 / 160 / 170 / 180 / 190
Ability Power Ratio: 40% ⇒ 50%
We overshot last patch with the R buffs, and after re-assessing what he looks like with a meaningfully stronger ult, decided to instead revert the R buff entirely in favor of improving his ability to catch and keep opponents in his range. Accounting for the bugfix for his R, we believe these two adjustments to his E will be a net positive from 26.13 and will keep an eye on his performance.

E – Death’s Grasp

Cooldown: 18 / 16 / 14 / 12 / 10 ⇒ 16 / 14 / 12 / 10 / 8

R – Realm of Death

Stolen Stats: 13% ⇒ 10%
Bugfix: Fixed a bug where ulting a target with health above their post-reduction max HP would lead to increased damage (up to double).
Naafiri remains a hot topic in the meta, both for solo queue and pro play. While we are quite happy with how many people have taken her up since her rework, she’s still on the strong end, especially when she really gets the ball rolling with back-to-back-to-back ultimates.

R – The Call of the Pack

Damage: 150 / 225 / 300 (+120% Attack Damage) ⇒ 125 / 200 / 275 (+100% Bonus Attack Damage)
Damage per Packmate: 15 / 22.5 / 30 (+12% Attack Damage) ⇒ 12.5 / 20 / 27.5 (+10% Bonus Attack Damage)
Endless Hunger’s addition to the game has given Riven an extremely potent new tool that fits her play pattern almost perfectly. While we feel we’ve gotten it into a fairly good spot among most users, Riven is notably overperforming. Targeting her R’s AD scaling (heavy synergy with Endless Hunger haste, mid quest scaling) will impact all her spells and how unstoppable her snowballing can feel, while still leaving a lot of room for her high moments.

R – Blade of the Exile

Bonus Attack Damage Ratio: 25% ⇒ 20%

R – Wind Slash

Bonus Attack Damage Ratio: 60% minimum / 180% maximum ⇒ 55% minimum / 165% maximum
After his buff in 26.12, it was clear that we moderately overshot our target. We’re pulling back the chains a tad to prevent him from bullying too hard.

Q – Chain Lash

First Lash Damage: 40 / 65 / 90 / 115 / 140 (+45% Ability Power) ⇒ 40 / 60 / 80 / 100 / 120 (+40% Ability Power)
Since our direct and systemic adjustments, the bear has been hibernating from dusk till dawn for a couple patches… we’re giving him more chances to gap close, especially for laners, without raising his already thrilling ceiling of spell chaining.

Q – Thundering Smash

Cooldown: 14 / 13 / 12 / 11 / 10 ⇒ 12 / 11.5 / 11 / 10.5 / 10
We believe that Zac brings unique gameplay and class diversity to the jungle. That said, his presence in the jungle has fallen quite a bit over the more recent patches. We believe giving him a bit more opportunity to execute on his distinct gank angles as well as a bit of durability in a team fight can help lift up our favorite secret weapon.
Base Stats
Armor Growth: 4.7 ⇒ 5.2

E – Elastic Slingshot

Cooldown: 22 / 19 / 16 / 13 / 10 ⇒ 21 / 18 / 15 / 12 / 9

Items


Items

Bastionbreaker

The item has been near bottom pickrate since release, and the distance between it and the next least popular Lethality item is quite far. We’re making it both more accessible and slightly stronger on its less noticeable effect, because we find that lethality users putting more of their gold into utility and progressing the team game is healthy in the long term.

Cost: 3200g ⇒ 3000g
Shaped Charge Damage: (30 + 150% lethality) true damage ⇒ (50 + 150% lethality) true damage

Terminus

Terminus is meant to be one of the premium capstone items for scaling On-Hit builds, but has been more of a mid game spike item than a true late game scaling option, leaving the on-hit space a bit sparse for options later on.

Unique – Shadow: 30 Magic Damage On-Hit ⇒ 30 (+10% bonus Attack Damage) (+10% Ability Power)

Yun Tal Wildarrows

Yun Tal Wildarrows has fallen significantly over this year from its spot as the go-to scaling crit item. We believe the game continues to benefit from its function as a scaling option, so we are buffing it up to compete with the broader array of early crit items currently on offer.

Cost: 850g ⇒ 750g
Attack Speed: 40% ⇒ 45%

Runes


Jack Of All Trades

Different statlines are much more accessible with items like Endless Hunger/Gluttonous Greaves/DHelm, and even though we love players shooting for creative builds to utilize JOAT, it definitely has room to be weaker both early and late while still giving a ton of bang for your buck.
Adaptive Force at 5 / 10 stat breakpoints: 10 / 25 ⇒ 8 / 20

Tracklock.gg Joins the U.GG Family!

Tracklock.gg Joins the U.GG Family!

When Deadlock blew up in August 2024, it immediately caught our attention. As passionate fans of League and MOBAs, we scrambled to secure beta invites and jumped right in. The fast-paced gameplay and 1920’s New York, cult-inspired aesthetics hooked us instantly. We quickly started work on a prototype builds tool to help make sense of the early alpha in-game store.

Earlier this year, we connected with Will Seagar to learn more about his project, Tracklock. What started as two competing products quickly grew into a partnership, and ultimately, an acquisition. Since then, Will and the Tracklock team have been working alongside us on U.GG, bringing their passion and expertise to our community.

With Deadlock’s player base continuing to grow and Valve rolling out regular updates, now feels like the perfect time to give Tracklock some love. In the coming weeks, you’ll see fresh visual updates and seamless U.GG build integrations that make the app even more valuable for Deadlock players.

We’re thrilled about the future of Deadlock and can’t wait to keep building tools and experiences that support its growing community.

Welcome, Tracklock, to the U.GG family!

Check out Tracklock.gg here

Borderlands 4 Amon Gameplay Overview

Source (Steam)

We now have official gameplay footage of Borderlands 4 newest playable character, Amon! A brawler Forgenight with double wielding axes who is full of hack-and-slash fun. Check out the gameplay overview video and get prepared to slaughter the Borderlands 4 world with his robotic and mele-powered abilities.

If you love running headfirst into battle, soaking up damage and dishing it out in equal measure, you’d do well to check out Amon the Forgeknight, one of the four all-new Vault Hunters wreaking havoc on Kairos in Borderlands 4! In addition to being a resilient frontliner, Amon has a mechanically complex set of Action Skills with primary and secondary functions that’ll tickle the cortexes of even the most experienced players.

Watch the Amon Gameplay Overview video above to watch Amon tear his enemies asunder with an arsenal of Forgeweapons, which take form via the Forgedrones stored within Amon’s cybernetic-enhanced beefcake body. Amon can attack or defend as needed, ready to pulverize enemies with a Forgehammer, slice them in twain with Forgeaxes, soak up damage with a Forgeshield, and much, much more.

Check out the full rundown of his abilities and three skill trees on the Amon Vault Hunter page nested within the Game Info page. Here’s a high-level overview of the core Action Skills that Amon can unleash:

  • Crucible: Wield the elemental might of fire and ice with Amon’s twin Forgeaxes, which deal Incendiary or Cryo damage by default, have multiple charges, and can be picked up to reduce their cooldown. The Forgeaxes make any damaged target Primed, causing them to explode in a damaging, bloody mess when killed.
  • Scourge: Charge headlong into the fray as Amon summons his Forgeshield, which will soak up incoming damage and fill up a Vengeance Meter. Once you’ve absorbed the brunt of the incoming hurt, you can return the favor by firing back a Forgewave that consumes Vengeance to deal freezing Cryo damage.
  • Onslaughter: Wallop your foes in the face with Amon’s Forgefist, which dashes to your target to unleash an explosive Rocket Punch. The force of this Incendiary Melee Damage impact will Stagger most enemies, leaving them dazed so you can finish them off with a flurry of bullets.
Borderlands 4 Amon Overview

Amon’s Trait Forgeskill is where things really heat up, as it grants a secondary Action Skill depending on his equipped core Action Skill. Forgeskills have their own cooldown separate from their respective Action Skill, adding an extra layer of complexity to Amon’s damage output as you master his cooldown rotations during battle. Here are Amon’s Forgeskills, all of which can be transformed by the Capstone abilities at the end of his skill trees:

  • Double-Edge (Crucible Action Skill equipped): Throw a twinned Forgeaxe, dealing Cryo  Damage to enemies it passes through and returning to Amon, dealing Incendiary Melee Damage on the way back.
  • Firewall (Scourge Action Skill equipped): Deploy a Firewall that absorbs enemy projectiles, and grants friendly projectiles that pass through it increased damage and velocity. Absorbed damage is converted into Vengeance if Scourge is active, and enemies near Firewall get burned with Incendiary damage over time.
  • Molten Slam (Onslaughter Action Skill equipped): Slam a Molten Forgehammer into the ground, dealing Incendiary damage to enemies in a large area.

If you haven’t seen them already, make sure to peruse the Vex Vault Hunter and Rafa Vault Hunter pages with all of their Action Skill and skill tree information, then keep your eyes peeled for the Harlowe Vault Hunter pages in the coming weeks.

Borderlands 4 is now available for pre-purchase! We’re so excited that you’ll all be crash-landing on Kairos soon; stay tuned for more reveals ahead of launch!

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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