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.
| Rank | Player | Profile |
Rating | RD | Games | Last Played |
| Rank | Player | Profile |
Rating | RD | Games | Last Played |
| Rank | Player | Profile |
Rating | RD | Games | Last Played |
| Rank | Player | Profile |
Rating | RD | Games | Last Played |
| Rank | Player | Profile |
Rating | RD | Games | Last Played |
| Rank | Player | Profile |
Rating | RD | Games | Last Played |
| Rank | Player | Profile |
Rating | RD | Games | Last 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.
| Stat | Weight | Counted |
| Kill | +0.5 | counted up to 110 |
| Death | -0.3 | counted up to 110 |
| Flag capture | +26 | up to 5 |
| Flag assist | +5 | up to 8 |
| Cover / support kill | +2 | up to 8 |
| Flag return | +2 | up to 8 |
| Flag-carrier kill | +2.5 | up to 6 |
| Flag denial (carrier stopped at their base) | +5 | up to 5 |
| Enemy-flag carry time | +0.1 / sec | up to 60s |
| Enemy cap conceded (hits the whole team) | -4 | per enemy capture |
| Unconverted grab (grabs − caps − carry assists) | -1 | up 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.