Ranks & Rating

How the ladder works, and what it takes to climb it.

Every online queue game in Bloblokin is rated. There is no casual/ranked split to choose between and no placement series to grind first: your first match counts, and so does your thousandth. The system is plain Elo (the same maths chess ratings use) with no hidden matchmaking rating, no volatility, no decay, and no games-played counter working behind the number you see.

One rating per queue

Your account does not carry a single rating. Each online queue keeps its own: classic, Mayhem and Loadout, each in both the duel and the rumble flavour. A Loadout specialist can sit near the top of that ladder while starting from the bottom in classic rumbles, and climbing one track never moves another. See Duels & Rumbles for what those queues actually play like, and Mayhem & Loadout for the item variants.

What a result does to your rating

Elo compares your rating with your opponent's and turns the gap into an expected result. Beat someone rated well above you and you gain a lot; beat someone well below you and you gain very little. Lose, and the same logic runs in reverse. Two rules sit on top of the standard formula:

  • A win always gains at least one point, and a loss always costs at least one. At extreme rating gaps the raw calculation rounds to zero; Bloblokin refuses that outcome, so a result is never worth literally nothing in either direction.
  • There is a hard floor. Ratings cannot fall below it no matter how a run of games goes, so a bad session cannot dig a hole you can never climb out of. The floor sits inside the bottom rank band, which is why demotion out of the starting band is possible but bottomless decline is not.

Games against bots move your rating at half weight. They count (practising against a bot is not a rating-free sandbox) but they cannot be farmed for full-value points. See Bot Difficulty for how a bot opponent's rating is chosen.

How rumbles are rated

A rumble does not simply ask “did you win?”. You are scored against every other seat in the room by placement: finishing above a rival counts as a win against that rival, finishing below them counts as a loss. Each of those pairings is worth a fraction of a normal duel swing, so one rumble moves your rating about as much as one duel overall, but placing third instead of fifth is worth real points even though you did not win either time.

Your rumble rating settles the moment you are eliminated, not when the room finally empties. Leaving early therefore does not postpone the result: it books it.

The rank ladder

Every rating maps to a title shown wherever your rating appears. The bands are deliberately wide, so a promotion means something rather than flickering back and forth after a single game.

Rank titles by rating. Each queue carries its own rating, so you can hold different titles in different modes.
TitleBadgeRating needed
Droplet0
Puddle1,000
Tidepool1,500
Lagoon2,000
River2,500
Deep Sea3,000
Abyss3,500
Leviathan4,000

What does not count

  • Private lobbies are always unrated. Games you set up with a friend by code never touch anyone's rating.
  • Offline games against bots are not rated at all: only online queue games are. The half-weight rule above applies to bots that fill a seat in an online room.
  • Abandoned games are voided. If a match ends without anyone actually losing (every seat went silent, the game was dead even when the room's time limit hit, or the room itself failed) no rating change is kept and no Droplets are paid. A rumble seat that was already rated when it was knocked out has that rating change reversed.

Quitting, refreshing or disconnecting mid-match is not a way out: it is settled as a loss, and the rating moves immediately.