Ranked in RIVALS is a straight ELO ladder: win matches, gain rating, climb tiers. The tier names run from Bronze to the top-200 Archnemesis leaderboard, but the ladder is more than labels, because the rules quietly change as you rise: free loss shields disappear at Platinum, inactivity decay starts at Onyx, and the very top plays for an exclusive Arch weapon skin every season.
View
Group
Rank Tiers
Unranked
Where everyone sits before finishing 10 placement matches. Your previous season's rank weighs into where placements drop you.
- ELO
- Below 0 ELO
- Sub-tiers
- -
Bronze
The floor of the ladder in three steps of 200 ELO. Wins against higher ranks pay outsized ELO here, so climbing out can be quick.
- ELO
- 0 to 599 ELO
- Sub-tiers
- III, II, I
Silver
The second bracket, where placement matches commonly land newer competitive players.
- ELO
- 600 to 1,199 ELO
- Sub-tiers
- III, II, I
Gold
Mid-ladder. Map bans and weapon bans start deciding matches as much as aim does around here.
- ELO
- 1,200 to 1,799 ELO
- Sub-tiers
- III, II, I
Platinum
The bracket where daily ELO Shields stop: from Platinum I upward, every loss counts with no free protection.
- ELO
- 1,800 to 2,399 ELO
- Sub-tiers
- III, II, I
Diamond
High ladder, and the placement ceiling that strong previous-season finishes tend to seed into.
- ELO
- 2,400 to 2,999 ELO
- Sub-tiers
- III, II, I
Onyx
The decay bracket: from Onyx I up, seven days of inactivity starts draining 100 ELO per day until you return or fall back to 3,000.
- ELO
- 3,000 to 3,599 ELO
- Sub-tiers
- III, II, I
Nemesis
The top open tier: everyone above 3,600 ELO who has not cracked the leaderboard.
- ELO
- 3,600+ ELO
- Sub-tiers
- Single tier
Archnemesis
The leaderboard itself: the top 200 ranked players. Each season's Archnemesis finishers earn the exclusive Mythical Arch weapon skin, like the Arch Katana of Season 0.
- ELO
- Top 200 players
- Sub-tiers
- Single tier
| Image | Name | Description | ELO | Sub-tiers |
|---|---|---|---|---|
Unranked | Unranked | Where everyone sits before finishing 10 placement matches. Your previous season's rank weighs into where placements drop you. | Below 0 ELO | - |
| Bronze | The floor of the ladder in three steps of 200 ELO. Wins against higher ranks pay outsized ELO here, so climbing out can be quick. | 0 to 599 ELO | III, II, I | |
| Silver | The second bracket, where placement matches commonly land newer competitive players. | 600 to 1,199 ELO | III, II, I | |
| Gold | Mid-ladder. Map bans and weapon bans start deciding matches as much as aim does around here. | 1,200 to 1,799 ELO | III, II, I | |
| Platinum | The bracket where daily ELO Shields stop: from Platinum I upward, every loss counts with no free protection. | 1,800 to 2,399 ELO | III, II, I | |
| Diamond | High ladder, and the placement ceiling that strong previous-season finishes tend to seed into. | 2,400 to 2,999 ELO | III, II, I | |
| Onyx | The decay bracket: from Onyx I up, seven days of inactivity starts draining 100 ELO per day until you return or fall back to 3,000. | 3,000 to 3,599 ELO | III, II, I | |
| Nemesis | The top open tier: everyone above 3,600 ELO who has not cracked the leaderboard. | 3,600+ ELO | Single tier | |
| Archnemesis | The leaderboard itself: the top 200 ranked players. Each season's Archnemesis finishers earn the exclusive Mythical Arch weapon skin, like the Arch Katana of Season 0. | Top 200 players | Single tier |
How ELO moves
Every ranked win adds ELO and every loss subtracts it, scaled by the rank gap between you and your opponent: beating someone far above you pays well, farming lower ranks pays almost nothing. Tiers sit every 200 ELO, so promotion and demotion are always one streak away. Ten placement matches set your starting point, and your previous season's finish influences where those placements land you.
The rules that change while you climb
- ELO Shields protect one loss each. You get one free shield daily until Platinum I, after which every loss counts.
- From Onyx I upward, going seven days without ranked play starts decay: 100 ELO drains per day from day eight until you return or hit the 3,000 floor.
- Nemesis is the open top tier above 3,600 ELO; Archnemesis is the actual leaderboard, capped at the top 200 players.
What a season pays
Season rewards scale with wins and final ELO. The Ranked Contract pays out along your win count, topping out with a free skin at 200 wins, and every player converts their season into Glory for the Ranked Shop. Archnemesis finishers take the seasonal Mythical Arch skin, a different weapon each season, which is the closest thing RIVALS has to a championship ring.
FAQ
How many ranked tiers does RIVALS have?
The ladder runs Unranked, Bronze, Silver, Gold, Platinum, Diamond, Onyx, Nemesis, and Archnemesis. Bronze through Onyx each split into three sub-tiers 200 ELO apart; Nemesis and Archnemesis are single tiers at the top.
What ELO do you need for each rank?
Bronze starts at 0, Silver at 600, Gold at 1,200, Platinum at 1,800, Diamond at 2,400, Onyx at 3,000, and Nemesis at 3,600. Archnemesis has no threshold: it is the top 200 players on the leaderboard.
How does ELO decay work?
It only affects Onyx I and above. After seven days without ranked play, 100 ELO drains per day starting on day eight, until you play again or fall to the 3,000 ELO floor.
What are ELO Shields?
A shield absorbs the ELO loss from one defeat. Ranked players receive one free shield daily, they do not stack, and from Platinum I upward the daily free shield stops entirely.
What do Archnemesis players get?
Each season's Archnemesis finishers earn that season's Mythical Arch weapon skin, like Season 0's Arch Katana. Everyone else converts their season into Glory and Ranked Contract rewards, with a free skin at 200 ranked wins.









