The Crucible

How the Crucible Works

Crucible Rating System  ·  Season 1  ·  Full Technical Guide

1200
Starting CR
10
Provisional Matches
50 / 32
K-Factor (New / Est.)
1.0–1.2
Dominance Range
14 days
Decay Grace Period
10 / wk
Decay Rate (max 100)
01 Overview

The Crucible Rating (CR) system is a modified Elo rating system — the same foundational model used by FIDE chess, FACEIT, and many competitive platforms worldwide. Every team has a single numerical rating that goes up when they win and down when they lose. The size of the change depends on how likely that outcome was before the match started.

The core idea is simple: beating a stronger team earns more CR than beating a weaker one, and losing to a stronger team costs less than losing to a weaker one. This keeps the leaderboard accurate over time and rewards teams that challenge themselves.

The short version: Win → gain CR. Lose → lose CR. Beat teams above you → gain more. Lose to teams below you → lose more. Go inactive → slowly decay. Play consistently → your rating reflects your true skill level.
02 Step 1 — Expected Score

Before any CR changes, the system calculates the expected probability of each team winning. This is based purely on the difference between the two teams' current CR ratings using the standard Elo formula.

Expected Score Formula EA = 1 / ( 1 + 10 ^ ((CRB - CRA) / 400) )
EB = 1 - EA

The result is a number between 0 and 1 — think of it as a win probability. A value of 0.75 means the system expects that team to win 75% of the time given their ratings.

Example — Expected Score Calculation
Team Alpha CR1400Higher-rated team
Team Beta CR1200Lower-rated team
E(Alpha)1 / (1 + 10^((1200-1400)/400))= 0.76 (76% favourite)
E(Beta)1 - 0.76= 0.24 (24% chance)

A 200 CR gap makes the higher-rated team a 76% favourite. A 400 CR gap makes them a 91% favourite. Equal ratings give each team exactly a 50% expected score.

03 Step 2 — CR Change

Once the expected scores are known, the actual CR change is calculated. The actual outcome is either 1 (win) or 0 (loss). The difference between the actual outcome and what was expected — multiplied by the K-factor — determines how much CR moves.

CR Change Formula new_CRA = CRA + K × (ActualA - EA) × Dominance
   where Actual = 1 (win) or 0 (loss), K = K-factor, Dominance = 1.0 to 1.2

The key insight is (Actual − Expected). If Alpha wins (as expected at 76%), the surprise factor is small: 1 − 0.76 = 0.24. If Beta wins the upset, their surprise factor is huge: 1 − 0.24 = 0.76. This is what makes upsets worth so much CR.

Example — Alpha wins (expected outcome, K=32, Dominance=1.0)
Alpha CR change32 × (1 - 0.76) × 1.0= +7 CR
Beta CR change32 × (0 - 0.24) × 1.0= −7 CR
Example — Beta wins (upset outcome, K=32, Dominance=1.0)
Beta CR change32 × (1 - 0.24) × 1.0= +24 CR
Alpha CR change32 × (0 - 0.76) × 1.0= −24 CR

Notice how an upset is worth over 3x more CR than a routine win. The system is always zero-sum per match — exactly as much CR is gained as is lost between the two teams.

04 The K-Factor — How Fast CR Moves

The K-factor controls the maximum CR swing per match. A higher K-factor means ratings change faster; a lower one means they are more stable. The Crucible uses two values depending on how established a team is.

New Team
K = 50
First 10 matches
After Match 10
K = 32
All subsequent matches
Why does this matter? A K=50 team can gain or lose up to 50 CR in a single match (in a perfectly even matchup). A K=32 team can move up to 32 CR. In practice the swing is always smaller because expected scores are rarely exactly 50/50.
05 Dominance Modifier

The Dominance modifier is a multiplier between 1.0 and 1.2 that amplifies the CR change for a particularly one-sided victory. It is agreed upon by both Team Contacts before the result is submitted and reflects the margin of the win, not just the outcome.

Dominance is clamped within range Dominance = max(1.0, min(submitted_value, 1.2))
Dominance impact — Equal teams (50/50), K=32
Dominance 1.032 × 0.5 × 1.0= +16 CR
Dominance 1.132 × 0.5 × 1.1= +17 CR
Dominance 1.232 × 0.5 × 1.2= +19 CR

Both teams must agree on the dominance value. If there is disagreement, 1.0 is the default. Misrepresenting dominance in a submitted result is treated as a false report under the rules.

06 CR Floor & Rounding

CR is always a whole number — results are rounded to the nearest integer after each calculation. CR cannot drop below 0 regardless of how the formula resolves. This means a team at 5 CR that loses a match will drop to 0, not into negative values.

Final CR after match final_CR = max(0, round(CR + K × (Actual - Expected) × Dominance))
07 Inactivity Decay

To keep the leaderboard dynamic and competitive, teams that go inactive will gradually lose CR over time. This prevents teams from reaching a high rating and then sitting on it without playing.

Last Match
Day 0
Clock starts
Grace Period
14 days
No decay yet
Decay Begins
−10 CR/wk
Per week inactive
Maximum
−100 CR
Total cap
Decay timeline example — Team last played on Day 0
Day 140 CR lostStill in grace period
Day 21 (1 week past grace)−10 CR1 week × 10
Day 28 (2 weeks past grace)−20 CR2 weeks × 10
Day 84 (10 weeks past grace)−100 CRCapped at maximum
Day 84+ (match played)Clock resetDecay cleared
08 Full Worked Example

Here is a complete end-to-end calculation for a match between two established teams (K=32) where the lower-rated team pulls off an upset with a dominant performance.

Setup
Storm CR1350Favourite
Vortex CR1150Underdog
WinnerVortexUpset result
Dominance1.2Dominant win
K-factor (both)32Both established
Step 1 — Expected Scores
E(Storm)1 / (1 + 10^((1150-1350)/400))= 0.76
E(Vortex)1 - 0.76= 0.24
Step 2 — CR Changes (Vortex wins)
Vortex change32 × (1 - 0.24) × 1.2= +29 CR → 1179 CR
Storm change32 × (0 - 0.76) × 1.2= −29 CR → 1321 CR

Vortex gains 29 CR for pulling off the upset with a dominant performance — nearly four times what Storm would have gained for the expected win at standard dominance. Storm drops 29 CR, a significant penalty for losing to a lower-rated opponent convincingly.

09 Seasons & Resets

The Crucible operates in seasons. At the end of each season, staff may elect to reset all CR to 1200 and begin fresh standings. Season results, match history, and final rankings are archived before any reset occurs.

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