Every match moves points from the loser to the winner. The bigger the surprise, the more points move.
↓Try the calculatorEvery match moves points from the loser to the winner: in a 1v1 or tournament match, the winner gains exactly what the loser drops. Only tracked activities add points without taking them from anyone.
If a 1600 beats an 800, that was expected. Small transfer. If an 800 beats a 1600, that is a massive upset. Big transfer in both directions.
Challenging someone far above you has low downside and high upside.
Expected = 1 / (1 + 10^((Opponent - You) / 400)). Equal ratings give 0.5: a 50% chance. Every 400 points of gap makes the favourite about 10 times likelier to win.
1 for a win, 0.5 for a draw, 0 for a loss. The score itself does not count: 6-0 and 6-5 are both a win.
Change = K x (Result - Expected), rounded. Your opponent moves by the same amount the other way.
Each team’s rating is the average of its players’ ratings in that sport. The formula runs once, team against team, and the points are shared equally between teammates. On a win, every winner gains at least 1 and every loser drops at least 1. Rounding each share can leave the two sides a point or two apart.
Runs, walks, rides and swims you track earn ELO in that sport (walks count toward running). Nobody loses these points. Your ratings in other sports do not move.
Walks earn 70% of these, rounded. An activity needs at least 200 m (100 m for a pool swim) and 2 minutes to earn anything. The server rechecks every route: a speed too fast for the sport flags it and it earns nothing. Deleting an activity takes its ELO back.
Your rating isn't just about winning or losing. It's about who you beat. Every match is a transfer of points determined by how surprising the result was.
ELO was invented by physicist Arpad Elo for chess in the 1960s. The insight was simple: beating a weak opponent proves nothing. Beating someone significantly stronger than you is real evidence of your ability. The system quantifies exactly how surprising each result is. And rewards you accordingly.
Change the ratings below and watch exactly how many points are on the line before you even step on the court.
Three steps. Every match, every time.
The rating gap determines everything. Here's exactly what the formula produces at five key scenarios.
| Scenario | Rating gap | Win chance | Visual | What it means |
|---|---|---|---|---|
| You vs. someone 400 above | −400 | 9% | Major underdog. But huge payout if you pull it off | |
| You vs. someone 200 above | −200 | 24% | Clear underdog. Upset is possible and well rewarded | |
| Equal ratings | 0 | 50% | Coin flip. The purest test of skill | |
| You vs. someone 200 below | +200 | 76% | Favourite. Win earns little, loss hurts a lot | |
| You vs. someone 400 below | +400 | 91% | Heavy favourite. Almost nothing to gain, everything to lose |
K controls how fast your rating can move. While either player has fewer than 10 matches in that sport, K is 64: double the normal ELO swings. So the system rapidly finds a new player's true level, even if they over- or under-estimated their skill during signup.
After 10 matches, K drops to 32. Your rating now moves at a steady, predictable pace. Every win and loss carries the same weight, and the system trusts the data it has on you.
Combined with skill-based starting ELO (Beginner at 1000, Intermediate at 1200, Advanced at 1400, Competitive at 1600), most players reach their true level within 5–7 matches.
Every player starts as a Rookie. Not because of their ELO, but because they haven't played enough matches yet for any number to mean anything. After 10 matches, your true tier is revealed and stays with you. Climb by winning. Defend by accepting challenges.
You're calibrating. Your ELO moves fast during this period (K=64) so by match 10, the number actually reflects your skill. No tier badge yet. Just the Rookie shield. Match 10 is a milestone: your real tier gets revealed for the first time.
ELO floor: Your ELO can drop below 900 after calibration if you go on a losing streak. But your displayed tier will never drop below Baller. The number keeps moving; the label protects you from feeling penalised for having a rough patch.
The maths is cold. The design around it is what makes people care. Four mechanics make every match feel worth playing.
Pick your skill level, get placed where you belong, and start competing. Your first 10 matches shape your rating fast.