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The Elo rating system is a method for calculating the relative skill levels of players in two-player games such as chess. It is named after its creator Arpad Elo, a Hungarian-born American physics professor.[1] The Elo system was invented as an improved chess rating system, but today it has been adapted for use in many other games. Variations of it is also used as a rating system for multiplayer competition in a number of games and has been adapted to team sports including association football, American college football and basketball, and Major League Baseball.

In League of Legends the Elo rating of a player is used by the matchmaking in ranked games to find other players of a similar skill level to play with/against. Elo is not used for custom and Co-op vs. AI games. The Elo rating for ranked games is different for each queue types: 3v3 arranged, 5v5 solo and 5v5 arranged teams. The rating is only visible for ranked games after 10 games played in a certain queue type. A summoner's Normal game Elo remains hidden at all times and can only be guessed upon based off his or her win/loss ratio and the apparent skill of teammates and enemies, although not perfectly accurate as normal queues are less stringent as opposed to ranked queues. Players were awarded with medals in their summoner profile based on their Elo at the conclusion of Season One. These medals are given as follows:[2]

  • Bronze: Between 1249 and 1399 (3v3: 1249-1409, pre-made 5v5: 1249-1409) (Top 25%)
  • Silver: Between 1400 and 1519 (3v3: 1410-1489, pre-made 5v5: 1410-1499) (Top 10%)
  • Gold: Between 1520 and 1899 (3v3: 1490-1699, pre-made 5v5: 1500-1749) (Top 3%)
  • Platinum: 1900 and above (3v3: 1700+, pre-made 5v5: 1750+) (Top 0.1%)

Contents

The math of EloEdit

The specific formulas used for Elo calculations in League of Legends are unknown. However, most Elo implementations share the same basics as that originally designed for chess. A brief summary is given below. For a more detailed discussion, see Wikipedia.

It is assumed that a person's performance varies from game to game in approximately a normal distribution and a person's Elo rating is the mean of that distribution. A person with a higher Elo will perform better on average than a player with a lower Elo. This score is determined entirely by win/loss statistics in relation to other players. For players A and B with respective Elo ratings of Ra and Rb the expected victorious outcome Ea of the game for player A is given by the following formula:

\pagecolor{Black}\color{White}Ea = \frac{1}{1 + 10^{(Rb-Ra)/400}}

For every difference of 400 points, the team/player with the higher score is ten times as likely to win as the other team/player. This standard is for Chess and may be different in League of Legends. After a game the actual outcome is compared to the expected outcome and each team/players rating is adjusted to bring them closer to where they should actually be. As a result, if a team was expected to win and does their score changes less than if they where expected to lose and instead won. Successive games should eventually bring each player/team to a point where they are expected to win 50% of the time against opponents of equal score.

A player's change in rating is linear to the difference between the expected outcome and the actual outcome. It is given by the following formula where Sa is the result of the game and is presumably 1 for a win and 0 for a loss.

\pagecolor{Black}\color{White}Ra_{new} = Ra_{old} + K(Sa-Ea)

The magnitude of the score change is determined by the player's K value. In chess initially this K value is big (25 for their first 30 games) resulting in large changes in Elo. This is so a player can rapidly find his correct place in the ranking system. As their number of wins and losses becomes more even this K value is reduced to prevent dramatic changes in Elo against evenly matched opponents (K = 15 to 10). This also prevents inflation in ratings at high Elo play. It appears that League of Legends uses a similar system of changing K values: K appears to start around 60, eventually leveling out to about 25.[3]

All players start ranked play with an Elo of 1200 for their first 10 games at level 30. From there they are assigned a score and changes are made as normal. [4]

Elo decayEdit

Elo decays over time when you are above 1400 Elo:[5]

  • Elo decays after 4 weeks of inactivity.
  • For normal rating, inactivity is defined as no activity in any queue.
  • For ranked rating, inactivity is defined as no activity in the specific queue (arranged 5x5, arranged 3x3, and solo/duo 5x5 are all tracked separately). Ranked decay also applies to people who are unranked and above 1400 rating.
  • Elo decays at a rate of 25 every week after the 4th week of inactivity for both normal and ranked ratings.
  • The decay timer completely starts over after a game is played in that specific queue
  • Elo will not decay below a rating of 1400.

Elo hellEdit

Elo hell is a theoretical and controversial range of the ranked solo queue. It is claimed to be populated with griefers, players that intentionally provide a poor performance in the game to reduce the effectiveness of the players on their own team. For example, some griefers are known to intentionally feed, which refers to the practice of strengthening the enemy team by deliberately allowing enemy players to kill their champion without resistance. Griefers might also intentionally afk, disconnect, or refuse to cooperate with teammates within a game resulting in incomplete teams and consequently making the game more difficult to win for the player's remaining teammates. It is also common to find skilled players who have intentionally queue dodged in order to play against inferior opponents at lower rankings, thereby imbalancing teamplay and corrupting the intended function of the ranked match making system.

There is frequent debate about the existence and nature of Elo hell in the League of Legends community. Some players say that since they are constantly being matched with bad teammates, new players (since the starting Elo is 1200) and/or griefers, they cannot win enough games to reach their appropriate Elo since they cannot carry them.

Others claim it is an excuse of unskilled players for their poor rankings, since the enemy team is more likely to get poor players than the ally team (assuming that the player in question performs above their Elo rating). They say the Elo system is very self-correcting in this regard. Assuming the player in question plays above their Elo, the enemy team has 5 possible positions for a poor player, while the allied team only has 4. By playing enough games, the law of large numbers states that the player will eventually reach their actual Elo because they will win 5 games out of 9 until they reach their actual Elo, in which case both teams have 5 positions for the poor performing player and therefore the player in question can expect to win 5 games out of 10. Players who deserve a rating will rise or fall to it in due time. The odds of remaining at an undeservedly low rating are insignificant given a large enough number of games.

The real problem is volatility of the normal distribution. Elo was originally intended for chess where games are 1vs1 or team sports where the rating reflected the team's performance, rather than that of individual teammates. League of Legends, however, is a team game with a large number of dynamics that will affect an individual's performance. The More simply put, a player's Elo is comparatively imprecise, and in turn this results in one's Elo shifting radically between a certain level. For example in solo queue if a players true average Elo is 1300 his rating may fluctuate between 1200-1400 (from being rated mediocre to being a part of the top 10% of players). It's also more common to find unintended variables which can corrupt the system at lower rankings. The increased frequency of players intentionally feeding, griefing, rage quitting, or even skilled players who have queue dodged to lower rankings can all have substantial and unintended effects on the outcome of games. While some would argue a skilled player should be able to compensate for these events, or that over time these occurrences would theoretically occur as much in a player's favor as against, it's an unfactored variable and an obvious handicap not dealt with as often at higher rankings. It is this extremely high level of volatility and unpredictability that fosters a belief in the existance of Elo hell.

ReferencesEdit

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  • riot needs to fix this elo hell problem and get rid of the fkn retards. Its making hard working ppl in the team lose because of these typs of people. This is why most ppl want to win but simply trolled by the existance of these ' trolls ' retards

    • And how can they do that ?

    • Yes i totaly agree with you, i got the same fucking problem here.I got over 350 wins and the people i play with are so stupid.Its all becouse i playd couple ranked with retards now my elo is lowest of lowest 1048 or so....And this affects normal games to.Becouse i have seen many good players with less then 200 wins that play better then guys with wins over 600.

      Now i need to get back to start 1200 elo to get to normal people if not also retarded.

  • the elo system is fail! I mean if I have won 100 games and lost 100 i will be with players with 0 wins and 0 looses?

    • I had 600 ranked games and got into teams with newbies. Well now I dont anymore cause I slowly reach the elo they cant get to that fast.

  • I like how people complain about Elo Hell while at the same feel entitled to be a platinum player.

    Elo rating is a fair representation of your skill on the game. You think you can be as good Dyrus? Well you can't. 2k+ players are there for reason. They played the game a significant amount of time, they always keep up to date with the trends and mechanics of the game's style and have in-depth knowledge of what to do and what not to do. Add in some good reflexes and, dare I say, 'talent' at beign good at this game and you have a pro.

    You can try and become better at the game; sure your elo will go up if you follow specific guidelines and tips. But don't expect to be one of the best. Only a few people can reach the top dogs category of this game. If you can't do it, well then simply you can't.

    It's easy to blame your team, leavers/trolls/griefers/noobs. But most of the time you won't get these kind of players and if you are a decent player your Elo will always represent your true skill.

    Being a try-hard so you can become like Reginald or Hotshot will make you become either a rager or an even worse player. You could play this game for fun, like it was meant to be, or you could play this game for wanting to become a professional. Going for the latter is a bad choice if after 1.5k games you're still stuck at 'Elo hell'. My advice is to enjoy the game with friends, or even alone if you're having fun. And if you're a pro, then kudos to you.

    I, for one, rarely play ranked anymore unless with a friend. I don't troll unless my team wants to troll, I don't rage, I never quit and I try to enjoy the game. If we lose, then I'll say bravo to the enemy team if they were superior and outplayed us (which in most cases of our loses, that's what happened anyway). And the last thing I check after the game is finished is my Elo rating.

    • Spoken like a true moron.

    • Spoken like a true moran.

    • Spoken like a true summoner, more like

    • Spoken like a sexy beast.

    • I am playing for fun. Losing isnt fun most of the times, even though it sometimes is, and losing cause of stupid teammates is even less fun. There will allways be players in top ratings who are bad and players in elo hell who dont belong there. Elo is a system made for 1v1 matches and it doesnt show any teams stupidity/awesomeness. For Elo to show your true ranking you need to play a champ/lane you dont need others to win. Conclusion: there is Elo hell.

      sincerely,

      a main supporter

    • Love how i play with 3+ 1600s with over 750 wins nearly every game i play in normals. And then i go to ranked, 100 wins over and over...

  • Does queue dodging on normal games affect your hidden elo rating?

  • Why would you ever want to solo queue by yourself? Duo queue adds to the same ELO rating for solo and it has more benefits. Firstly, your partner is unlikely to grief/troll. This alone reduces the chance of certain loss via griefers. Secondly, you might be able to communicate better e.g. friend is in same room/skype/etc. This would be a massive help for team fights or laning. Thirdly, if you were different levels in ELO, it would help your partner gain more ELO for a win while you would likely lose less ELO for a loss.

  • Will if loose alot more ELO if i loose on a duo queue?

    • if you are the player with more elo - and its not that much. depends on how far you are apart.

      Id say about 1 elo every 100 elo

  • My Elo is currently 1174 for 147 wins and 140 losses. The question I have is, if I maintain those 7 wins eg, get to 1007 wins, and 1000 losses, will my Elo be around the same or will it be a lot higher? In other words: Does the Elo system rank you higher if you have played a lot more (even if your win/loss ratio isnt that great)?

    I've been looking at peoples scores and I think it does. At the same time, when I win a game, I gain the same amount that I lose for a game so if I stay at 50/50 my Elo doesn't increase. I find this contradictory and confusing. Answers would be appreciated.

    • In general you don't lose LESS and GAIN more. Otherwise, the overall rank of all players would increase as a function of time, and your elo rating would have an "inflation" which would result in very upset players (also defeat the point). The reason people tend to begin to have these differences is because of consistency of performance. If you where to win lose win lose, you'd be stuck but win win win win then a lose win lose lose win lose lose win lose lose, will net you win points. Also, premade with higher elo will place you in harder games, giving you more points. (in fact the last two: consistency and going premade with better players gives you more points because in both the system places you into a "faster" track, your opponents tend to be "higher average" elo and actually recieve fewer points (they are probably on a rapid spiral downwards)) Hope that helps explain it a bit.

    • It is based off the % of wins and loses, not the total amount.

      So it doesn't matter if you have a billion wins and losses, the percentage would remain the same and thus your elo would remain the same.

    • ^ The percentage will not remain the same... 147 wins and 140 losses is not the same win rate as 1007 wins and 1000 losses (the former is a higher win rate).

    • Yes, over time your elo WILL go up, don't listen to the others, except maybe the guy with the long post, he seems to have some good points.

      Here's the thing. You win less elo for games you were supposed to win (because the enemy team has a lower average elo), and gain more elo for games you were supposed to lose (same reason but vice-versa). Over time, it has been proven over and over that this system will slowly bump your elo because of the way the extra loss/gain is applied, AS LONG AS YOU PLAY CONSISTENTLY AT ANY ELO. If you can't manage to play consistently at a certain elo, this system will actually bump you down slowly for the same reasons (application of extra elo on loss/gain).

      tl;dr: The system rewards long-time CONSISTENT play, bumping up your elo slowly, but will not allow you to reach 2k+ if you don't belong there.

    • i have 1234 2 wins 0 losses :p

  • Just choose volibear and play solotop , play def and when you can harass the enemy with q/e/w and is a sure victory...

    This is an instant win for me .

    My elo is 1105 and i want to increase it .

    Except if you have many retards in your team.

  • Either there is no (hidden) Elo system for Dominion normal games or it seriously fails. I keep getting matched up with griefers and unskilled players even though:

    a) I almost always come 1st (if not then 2nd or 3rd)

    b) Positive K/D score

    c) I win more than 50% of the games

    Now I'm curious how the use this hidden Elo for match-ups. Why don't they just match people up with similar Elo rather than average per team?

    • They want you to have approximately 50% win/loss. Therefore if you are too good they start sticking the most worthless trash into your team and good players on the enemy team.

    • That's exactly what they appear to be doing! Therefore, why can't they just match up Normal games in a similar fashion to Ranked games? Don't Riot understand that putting a single griefer into a team is basically rigging the match for certain loss?

      A balanced game needs to have all players of similar skill. Griefers and unskilled players who have a steady history of losing shouldn't be placed in the same games.

  • Elo hell does exist. TSM Reginald got stuck at 1400 Elo at one stage.

    Also, you can't just say, pick top, pick mid, pick jungle. There are so many times where you call for top and some guy instalocks Riven top and feeds.

  • Nobody has played a significantly enough large number of games for the law of large numbers to apply to their individual Elo.

  • It feels like things start to change above 1400.

  • What can i do to reach 0 elo? Now i have 565... but is not so fun to queue-dodge all day.

    by Eliboy
  • It would be awesome if games where people leave didn't count towards placement matches, but then again, exploits, exploits.

  • singed.

    Elo

    ^

    |

    |

  • This is just bullsh*t... the whole elo system is fail. I won my first 3 games and then i lost probably 15 in a row... and no not because im a bad player. because we got 2 players mid, no supports, disconnects, going in 1v5 all the time. i was once over 1300 elo... no im at 940. and belive me, even if you rock like a boss every game. it is not possible to compensate for the rest of the team. if you duo qeue with a higher ranked player, he is first pick and me last pick. so i got to play support. and players who are playing top/mid just feeding but never would let me play this role... its just fu*ked up :) i guess riot wants it that way so players like me get forced to create a new account and invest even more money and time.

    • I was like you before. And I was bored. Since 2 weeks I ask to my team to play ad carry and ask someone to play a good supp. With that, i'm really good and I carry 4/5 games. Now I have Silver Elo and I aim for gold!

      You just have to carry somes games for going out elo hell. Have fun

    • This is true, I always seem to get the retards on my team. My kills are more than double my deaths, yet i've lost more games then i've won because of downsyndrome teammates. I've had people running revive, who run into towers non-stop. A master YI just last game, who went 0-10-4. It is unfortunate because now im going to get placed at some shitty ass Elo and im going to have to deal with people like this for a long time. FML.

    • that's why League of Legends is a team-based game. Either go play arranged 5's or play Soloq BUT never rage, pick a sololane or jungle (AD and support hardest way to raise Elo), pick a champ you can play REALLY well and destroy your lane by either going at least 3-0 or double Cs. Ward your lane and if you get fed ward other lanes+ jungle, call SS but never rage at someone who does not call ss, don't rely on misses, learn to look at the minimap, if you dont see e.g. enemy mid laner, get more passive.

      If you lose 2 Rankeds in a row, dont continue to queue, go play normals or games with friends and get mentally ready for a new ranked. If you tryhard you will win nothing. Listen to relaxing music and try to have fun. If your bot or something feeds, just continue farming and when you got your lane pushed help the others at drake/teamfights and/or gank. #^rule of soloq, FARM FARM FARM, you dont need kills, not a lot of those ppl in really low elo know how to farm efficient...make use of that and kills will follow.

      + NEVER EVER argue with either your teammates or enemys, it will get you fed up and you do mistakes. If someone flames you just ignore him or nowadays since the new patch disable the Cross-team chat.

      Mid is not the best lane to carry soloq, in soloq bruisers win, so go Top or Jungle if you can play that role well.

      The whole complaining about elo hell is simply bullshit, if you are good your elo will raise. I was at 1,0k-1,2k the whole Season 1 cause i flames anythign and raged the whole time. If you chill and play your role and dont rely on teammates you win. Thats my patch to now 1836 Elo in Season 2 til now.

      PLUS never ever duo queue with someone who either has a much better or much worse Elo than you if you want to gain elo. You will get better players than you...even if you think you are better than your elo, just dont do it!

    • ^ Wtf are you babbling about? Mid IS probably the best lane to carry games because you dont have to deal with retard in your lane (bot), arent that vulnerable to ganks (top) and you are still playing a carry who has massive impact on team fights (unless you are an imbecile and play for example Lux). Jungle is decent too if you are playing some OP crap like Lee Sin for example and are skilled/lucky enough to get fed off ganks. Bot is probably the lane with least impact on the game unless you duo queue with a reliable partner, in that case bot lane is very good.

  • What rating you get if you win 5 and lose 5 placement matches?

    Is it around 1200?

  • let me put it this way if are getting this kind of player on ur team then the enemy team must be getting it too. if they are winning it is beacuse they working as a team not blaming each other. instead of say did u die ask them what happend and what they can do to prevent it

    • I've literally had players just nonstop run into towers when I started doing ranked games. He got 22 deaths that game...

  • "Others claim it is an excuse of unskilled players for their poor rankings, since the enemy team is more likely to get poor players than the ally team (assuming that the player in question performs above their Elo rating). They say the Elo system is very self-correcting in this regard. Assuming the player in question plays above their Elo, the enemy team has 5 possible positions for a poor player, while the allied team only has 4. By playing enough games, the law of large numbers states that the player will eventually reach their actual Elo because they will win 5 games out of 9 until they reach their actual Elo, in which case both teams have 5 positions for the poor performing player and therefore the player in question can expect to win 5 games out of 10. Players who deserve a rating will rise or fall to it in due time. The odds of remaining at an undeservedly low rating are insignificant given a large enough number of games."


    Wow. I got the point about halfway in, thank you. If that isn't the most long-winded explanation...

  • I think the whole riot staff should just sit and watch every game and give us scores based on what they see for the rest of their lives as punishment for using this rating system in this game

  • I honestly dont think the elo system is really fair, because its not a clear reflection or YOUR skill. You can be matched with the biggest retards ever in the process of gaining your elo, lose 7/10 games and then never ever be able to raise it because you are now in the supposed "elo hell."

    I think riot needs to rethink the way ranking works, because honestly the whole point of it is to reflect YOUR skill. Not the skill of the eve that thinks sunfire stacking still works... >_>

    • After playing a large amount of games, it will reach a clear reflection of YOUR skill. The question you should be asking is how badly did you F*** up playing to deserve being matched up with that eve.

    • Well I am kinda high elo and dont agree with what u say. I have a friend who is under 1k elo (I am around 2k) and sometimes i play on his account for fun and I can say that its not possible too lose. U can build like a troll, eat at the same time playing, talk in telephone. Most of the ppl are so useless in that elo so its so easy to carry, rly rly easy to carry! If u think u are better then ur elo, u will raise, u will win games. Sry for bad english.

    • One fact most people tend to forget:

      If they get fed, they ARE good. But seldom do they think "well they just got a very weak teammate"

      If they feed, the opponent is a lucker.

      If someone in opponnent team get's fed, he's not good. It's the teammate that is a retard.


      People do rarely look at the situation with honesty.

  • cant wait to play ranked matches so much work to do but worth it the only thing i dont get is how you have to play the first 10 matches to see your elo, if you get 10/10 wins how much is your elo start off with?

  • I think the ranking system for a team game should be based on a much more complex model. For instance, what if the ranking system took into account K/D/A ,(kills, deaths, assists), and what champion role you were playing, so, implement a system that says "playing role - AD carry" "playing role - support" and reads it that way. This method would punish feeders going 0/10/1 or something like that and not punish someone going 0/4/1 as bad. It would also solo out the idiots, if the AD carry is going 0/10/5 and the support is going 0/10/5 then the AD carry should be punished MUCH more severly than the support, furthermore, to remove punishing to do leavers and solo laning an AD carry or something like that, they should have a review system. NOT THE BAN SYSTEM. review meaning, if there is an AFKer and 4 players say "examplename was AFK" then the penalty for loss is reduced globally, this is much more fair i think...

    • I would agree, but this would be quite complicated; what if the support e.g Janna was the AD carry? You have to actually know what the player was doing, so each case has to be seen individually.

    • You can analyze items, runes and masteries to determine what someone was doing, however, it still would be a risky system.

    • You would also have to keep into account an inflation in deaths if someone on your team fed the enemy team ealy, because this would result in the enemy team having an advantage over you and the ability to kill you with ease.

      Inversely if the enemy team fed you early you should expect and infaltion of kills. This is how one player can use the same champion go 1/6/3 one game and 23/3/8 the next. Trust me I've seen it happen.

    • Get soraka on select screen, lvl up till 6, buy things with gp5 and gold runes, press R, gain elo. It just cannot be that way, the ranking system works fine, you just have to learn to play different spots and learn to carry, learn when to leave lane and help, never stop farming, learn to view minimap, ward for you and your teammates, etc.

  • i played with mates account on 900 elo im 1800 and i carryed this acc to 1200 elo ! its so easy rly just pick jungle and laught on them

    With jax i had 25/7/10

    LEE 8/0/15

    etc its easy to get out of elo hell when you play good

  • i was at 543 at one point and now i am 1400.... there is no elo hell. Just watch streams and read guides you will get better and realise when you're out of 1200 there is no such thing just an excuse when one lane loses.

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