How ranked works
Two ladders, six tiers, and a season that resets often enough to be worth chasing. This is the reference, written so you can check the rules rather than infer them from a rank you did not expect.
Two ladders, not one
Duelling and team fighting are different skills, so they get separate ratings. A strong duel record does not inflate your team rank, and carrying a team does not inflate your duel rank.
Facechecks
One life, one opponent, no reset button.
Players who want to know exactly how good their aim is, with nothing else in the way.
Scrims
Team fights, where coordination counts as skill.
Groups who want a ladder that rewards playing well together, not just shooting well.
Tiers
Six tiers from Copper to Champion, each split into four divisions except Champion, which is a single band at the top. The full tier table with thresholds.
Seasons reset every two months
Short enough that a bad start is recoverable, long enough that a rank means something. A season starts on a force wipe rather than drifting out of phase with one, so the new season and the busiest day of the month are the same event. When the next force wipe lands.
When a season closes its standings are archived and never re-dated. Your history stays readable instead of being overwritten by the next season.
Placement
You are unranked until you have played enough matches to place. Placement deliberately caps how high you can start, so the top tiers are climbed into rather than dropped into by someone with one good night.
Stat timings are delayed and randomised
Public stats normally tell anyone watching when you are online and what you are doing. Ours update on a rolling, randomised cycle, so the leaderboard cannot be used to work out your schedule or to time a stream snipe. It is the one anti-tracking feature on this site that no competitor advertises.
The practical effect: numbers on a server other than the one you are playing may lag slightly behind live play. That is the trade, and it is deliberate.