NetcodePlus Global ELO Leaderboards

Cross-hub Glicko-2 ratings for NetcodePlus rated modes. Each table is independent — players appear in any mode they've played. Duel, ShaftArena, CTF and iCTF are computed authoritatively by ut4stats from match history; ElimPlus and Wipeout accumulate per-match deltas reported by each hub. iCTF is a separate ladder from regular CTF.

RankPlayerProfile RatingRDGamesLast Played
RankPlayerProfile RatingRDGamesLast Played
RankPlayerProfile RatingRDGamesLast Played
RankPlayerProfile RatingRDGamesLast Played
RankPlayerProfile RatingRDGamesLast Played
RankPlayerProfile RatingRDGamesLast Played
RankPlayerProfile RatingRDGamesLast Played

* provisional — fewer than 5 rated games, or rating still uncertain (RD above 150). Provisional players are listed after all ranked players. Players with no rated games are not listed.

How the iCTF rating works (current weights)

The iCTF ladder is computed entirely by ut4stats from the raw match data the hubs upload — in-game / hub-side ratings are not used. Ladder covers matches since June 3, 2026.

Every match, each player's stat line becomes an impact score using the weights below. Impact is compared across all players in the lobby, blended 80% impact / 20% team win-loss, and fed through Glicko-2 against the opposing team's average rating — so a big game on a losing team is protected, and being carried pays little.

StatWeightCounted
Kill+0.5counted up to 110
Death-0.3counted up to 110
Flag capture+26up to 5
Flag assist+5up to 8
Cover / support kill+2up to 8
Flag return+2up to 8
Flag-carrier kill+2.5up to 6
Flag denial (carrier stopped at their base)+5up to 5
Enemy-flag carry time+0.1 / secup to 60s
Enemy cap conceded (hits the whole team)-4per enemy capture
Unconverted grab (grabs − caps − carry assists)-1up to 6

Offensive/defensive stats are additionally tilted ±15% by each player's measured offensive lean, so dedicated defenders and cappers are rateable against each other. Matches need at least 8 rated players; players who never spawned are excluded. Short-handed teams are priced at 150 rating points per missing player.

Provenance: the kill/death ceiling and the removal of the old kill-efficiency multiplier were validated against match history; the death cost is a judgement call (instagib deaths are cheap — instant respawn, nothing lost) and is under review as more matches accrue. This page renders the live model constants directly, so it always matches what the rating actually uses.