For those looking to grind out the brand-new free-to-play, multiplayer online sports game from Ubisoft, here's a breakdown of the ranks in Roller Champions.
For those who happened to play the game during its beta phase, the Roller Champions Kickoff Season ranked system is said to function similarly in structure, but with reimagined rank icons and names inspired by community feedback.
The tiers range from Garage to Champion, with some coming with different subdivisions within that can range from 1 to 5.
Here are the Roller Champions ranks listed in order from best to worst:
- Elite Champion
- World Champion
- National 3
- National 2
- National 1
- Regional 3
- Regional 2
- Regional 1
- Intercity 5
- Intercity 4
- Intercity 3
- Intercity 2
- Intercity 1
- Local 5
- Local 4
- Local 3
- Local 2
- Local 1
- Garage 5
- Garage 4
- Garage 3
- Garage 2
- Garage 1
"For names," Ubisoft Montréal game designer Phillip Conte said in a developer blog post, "we wanted to preserve the Roller Champions world-building, but also make them sound less like they come from an Olympic sport and more like a professional sport. Ranks represent different levels of leagues."
Players will need to complete 10 ranked placement games in order to receive their first ranking. Placement games become available to players once they first reach a minimum all-time fan count of 2000.
During the placement games, matchmaking is altered a little. Instead of matching by Skill Rating, players are matched with other players who have an equivalent or similar number of placement games left to play.
Once ranked, players will be matched up against more challenging opponents the higher their skill rating is. Fans are not taken into account when matchmaking.
In Roller Champions, Ubisoft assigns an MMR to each player, which is reflected in their leaderboard system, represents a combination of a player's skill value and uncertainty factor, and is solely calculated by using the outcome of matches.
The skill value represents the ability to win games. Skill value ranges from 0 to 50, with a new player starting at 25. The uncertainty factor is used during the updates after matches.
If the result of the match was an unexpected one, with a high-skill player losing to a low-skilled team, the skill update will be larger and vice versa.
Just as in Unranked, frequent disconnections are said to have consequences in Ranked matches.