Read this before you check your rank
Every fight gives you a score: the damage you deal to enemies, plus points for every kill. Kill someone rated higher than you and it's worth more. Kill someone well below your rating and it's worth less. Hit or kill your own team and it comes straight off your score.
Example: you deal 3,000 damage and get 2 kills. One is on a player rated around average (750) — worth 200 points. The other is on a much higher-rated player — worth the max, 600 points. Your score for that fight: 3,000 + 200 + 600 = 3,800.
Your score by itself doesn't set your Elo. It gets compared to your team's average score that fight, adjusted for your rating.
Rated above your team's average? More is expected of you. Rated below it? Less is expected. Beat what's expected of you and you gain Elo. Fall short and you lose it, even if your team wins the fight.
Example: your team averages 2,000 score. You're the highest-rated player on it, so you're expected to hit 3,000 — you score 3,500 and gain Elo. Your lowest-rated teammate might only be expected to hit 1,200 — they score 1,500 and gain too, even though their score was way below yours.
Test fights are excluded from the system. A fight needs at least 20 players on both sides to be counted, and a log where the same players show up on both sides gets thrown out too.
For example: a 45 v 38 conquest fight counts. An 8 v 12 skirmish doesn't — too small. A fight logged as a test fight never counts, no matter how many people were in it.
Terminated fights aren't specifically filtered out right now — that's a known issue and will be fixed soon.
Stop fighting for 90 days and your rating starts drifting back toward 750, the starting rating — about 0.75% of the gap closes every week. It takes a long time, so you don't get reset overnight, but you also don't get to sit on an old peak forever.
This part is especially still under review — expect the exact numbers here to change more than the rest of the system.
This is an experimental rating system. Ratings can and will change as it gets tuned, so don't treat any number here as final. The site can go offline or get reset without warning.
Not officially affiliated with Loka.
A look at what's coming
Every fight already gets broken down like this on the local build: who actually showed up, who showed up late, and how the war was really won or lost, not just the final result.
Real output from an actual recorded fight. Dark theme is just the internal build's look, not the final design.
The elo-over-time chart tracks each side's actual fighting strength minute by minute — sides warping in explain the spikes, deaths explain the overall strength of both sides lowering. Below that, a full presence timeline for every player in the fight — exactly when they showed up, when they died, missed warps, and if they left mid-war.
A battle map is still under development, showing where players are actually present on the map as the fight moves.
Point it at both rosters and it gives you a live win probability before the fight's decided — the same Elo model behind the ladder, just running forward instead of backward.
Example output, not a real fight.
It compares both sides' total Elo, scaled for outnumbering, and turns the gap into a percentage. It's most accurate within the first 5 minutes of a fight, looking at whoever's registered to it at that point — and the win % keeps updating dynamically as the fight goes on.
Loka · Conquest
Every Loka conquest fighter with a rated fight, ranked by current Elo.
| Ladder | Fighter | Elo | Peak | Form | Fights | Last Seen |
|---|
Elo over time
Match history
| Fight | Date | Elo Before | Elo After | Δ Elo |
|---|