All 56,594 Diamond 329 Platinum 944 Gold 7,792 Silver 46,125 Bronze 1,404
Diamond ≥ 1559 · Platinum ≥ 1358 · Gold ≥ 1052 · Silver ≥ 433 · Bronze
| # | Player | Rating ▼ | Elo | Tier | Rated | W | L | Win % | Deserted | Peak |
|---|---|---|---|---|---|---|---|---|---|---|
| 1401 | SiRty | 326 | 400 ±49 | Bronze | 92 | 35 | 57 | 38% | 1 | 1026 |
| 1402 | KASULKE | 326 | 400 ±42 | Bronze | 118 | 56 | 62 | 47% | 30 | 1000 |
| 1403 | AndrisPopov1977 | 325 | 400 ±44 | Bronze | 110 | 32 | 78 | 29% | 32 | 1000 |
| 1404 | chentvsct | 325▼ -2 | 400 ±43 | Bronze | 117 | 56 | 61 | 48% | 46 | 1000 |
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.