All 65,034 Diamond 332 Platinum 1,640 Gold 5,855 Silver 18,238 Bronze 38,969
Diamond ≥ 1646 · Platinum ≥ 1368 · Gold ≥ 1134 · Silver ≥ 884 · Bronze
| # | Player | Rating ▼ | Elo | Tier | Rated | W | L | Win % | Deserted | Peak |
|---|---|---|---|---|---|---|---|---|---|---|
| 1626 | 北美反日本法西斯军国主义主义联盟 | 1369▲ +5 | 1697 ±71 | Platinum | 41 | 24 | 17 | 59% | 0 | 1732 |
| 1627 | hugoml | 1369▲ +3 | 1893 ±86 | Platinum | 28 | 23 | 5 | 82% | 0 | 1893 |
| 1628 | 四十年来家国三千里地山河 | 1369▲ +21 | 1616 ±65 | Platinum | 52 | 47 | 5 | 90% | 1 | 1616 |
| 1629 | 렐리안지음엿이나드셈 | 1369▲ +10 | 1646 ±70 | Platinum | 48 | 44 | 4 | 92% | 3 | 1677 |
| 1630 | GOD39 | 1369▲ +1 | 1631 ±62 | Platinum | 48 | 35 | 13 | 73% | 2 | 1631 |
| 1631 | TheLastJordy@psn | 1369▲ +0 | 1761 ±73 | Platinum | 35 | 31 | 4 | 89% | 0 | 1761 |
| 1632 | tigerass1944@psn | 1368▼ -17 | 1783 ±72 | Platinum | 33 | 22 | 11 | 67% | 0 | 1799 |
| 1633 | ivan_btrchik | 1368▲ +8 | 1875 ±87 | Platinum | 29 | 23 | 6 | 79% | 0 | 1875 |
| 1634 | issa_2525@psn | 1368▲ +14 | 1885 ±82 | Platinum | 28 | 25 | 3 | 89% | 0 | 1885 |
| 1635 | paydlc | 1368▲ +20 | 1704 ±75 | Platinum | 41 | 21 | 20 | 51% | 1 | 1762 |
| 1636 | ПроСВЕТ | 1368▲ +21 | 1772 ±73 | Platinum | 34 | 21 | 13 | 62% | 0 | 1772 |
| 1637 | longer84 | 1368▼ -2 | 1554 ±58 | Platinum | 65 | 42 | 23 | 65% | 4 | 1565 |
| 1638 | napanpoKTNT@live | 1368▼ -9 | 1637 ±60 | Platinum | 46 | 30 | 16 | 65% | 0 | 1646 |
| 1639 | 衣带渐宽终不悔_茎叶全给日富美 | 1368▼ -13 | 1634 ±72 | Platinum | 51 | 46 | 5 | 90% | 1 | 1665 |
| 1640 | YATI_69@psn | 1368▲ +9 | 1665 ±63 | Platinum | 43 | 28 | 15 | 65% | 1 | 1665 |
ranked by Rating = skill − 2×uncertainty (μ−2σ), then experience-adjusted: your rating is shrunk toward the ladder average until you have enough games to have proven it (~half your edge counts by 20 games, most by ~50, nearly all by ~100). So a strong run over a handful of matches ranks below established players until earned. Tiers and the bounds above are on Rating too, so tier always matches rank. Elo is the raw skill estimate μ ± σ before the experience adjustment. Ratings come from a Glicko-style engine blending team result with in-match performance vs the lobby; everyone starts at 1000. Deserting counts as a loss even when your team wins. Only matches with a decoded winner are rated.
any match, any player, any weapon — find the most effective guns, the best maps for kills, and whether a player is really as good as they seem. Replays are decoded and discarded; only the stats live here. Columns click-to-sort. Early development — data extraction finalized.
Fan-made project — not affiliated with, endorsed by, or sponsored by Gaijin Entertainment or Darkflow Software. Stats are derived from publicly listed replay metadata; replay files are deleted after processing. Names appear as shown in-game. Questions, corrections, or want your name hidden? rollcallstats [at] gmail.com.