Note: This post explores the mechanics of scoring in Overwatch and how it relates to competitive rank gains. As Blizzard will not reveal how the game measures individual performance due to potential for abuse, some conclusions drawn in this post are educated guesses based on available data.

This post will be updated as new information becomes available over time.

Not all Overwatch players are ranked equally. Although there are six players in each team, everyone gets a different skill rating gain or loss based on their personal performance.

Score is how Overwatch measures individual contributions to the success of a game. Every action a player takes that the game deems a contribution to the team's success is assigned a numerical score.

To account for the difference in the length of matches — since a short game will naturally result in less absolute score — it appears that Overwatch tracks your average score, or score gained per minute. At the end of the match, if your score/min is higher than average for the character you are playing on that map, your hidden MMR will see a bigger increase on a win.

The bigger the difference between your MMR and your skill rating, the more your skill rating will increase to match your MMR. To find out more about how MMR works, check out our post on competitive ranking.

An easy way to see if you're generating score quickly is the "On Fire" meter, found under your own health bar. It takes about 210 score to get set on fire, The On Fire meter decays at a rate of 4 score/second, so you need to be generating 240 score/min to stay on fire.

Here, we've put together the following list of general actions that generate score in a game so players know what they can do to maximise their score. These actions can be performed by all characters.



Season 2 unexpectedly got an early release on September 1, five days ahead of the originally announced date.

While most will likely want to get into a new competitive season asap this weekend, average players looking to achieve the highest possible rank in placements may wish to consider these five reasons to wait before jumping in.


The time is early in Season 1 competitive. I'd placed 43 on the first day, in a 6 stack of friends who played extremely casually, and we got destroyed. Two of our 3 wins were on KOTH maps, which were later confirmed to be bugged and not awarding the proper amount of rank XP.

After continuing to play in a group of four with friends who were more serious about competitive, I rose to rank 47. Then life happened. One left on a trip, another was slammed by work and left too tired to play most nights. Timezone issues resulted in my having to solo or duo queue most days.

I dropped to rank 42.

And boy, was I angry. I truly believed I deserved to be above rank 50, and the toxic mouth breathing team mates who chose bad characters, lacked awareness and refused to group up or fight on the objective were to blame for my predicament.

Then someone on the forums took a look at my stats and called them horrendous, describing me as an "ult feeder". In angry denial, I argued with him. Then, feeling that I had something to prove, I went straight back to solo queue, confident that my average skills would take me to rank 50, where I truly belonged.

I dropped to rank 39.

I could deny it no longer. Every game, if equally matched, held an equal chance of my getting better team mates. The only constant was me. And if I was losing this many games in a row, then the problem would, logically, also be me.

So I took a hard look at my profile statistics, compared it to other players, and I realised:

He was right.  

I had terrible stats. Less than 1 elimination per minute, K/Ds of barely over 1. Every stat aside from healing was under the 50th percentile when checked on MasterOverwatch. I wasn't even average. Combined with my blatant denial, feeling that I was a good player despite what my winrate and numbers were telling me, I had become the kind of player who helped to coin the term "Elo Hell".

Elo Hell, Myth Or Reality?

"Elo Hell" is a concept originating from League of Legends, describing the lowest ranks in team-based games where the players are so bad that even skilled players find it impossible to climb out of them.

It's existence in Overwatch is an ongoing argument between players at all ranks. If you've played competitive for any amount of time, you'd have experienced teams where players seem to think all maps are deathmatch mode, think 5 DPS is an acceptable team composition and play like bots on easy difficulty.

Players on bad loss streaks swear by Elo Hell's existence. However, while some cases do look like pure bad luck, most believers tend to have less than stellar competitive stats. They also seem to universally be in denial even if they are ostensibly asking for help.

A few players have shared their experiences of "carrying" themselves from rank 40 to 60 playing characters like Soldier, Roadhog and Zarya. These accounts have been few and far in between however, and not nearly enough to convince most players that they are where they deserve to be.

It Exists In Your Mind

A strange thing happened when my MMR tanked in Quick Play while learning offense characters. In matches where players were either significantly below my level or appeared unaware of basic gameplay concepts, I could dominate matches with gold eliminations as DPS. I did not repeat this performance when I played with friends who had high QP win rates.

If you study the complaints of people about getting stuck in Elo Hell, you'll realise there's a consistent pattern. Former rank 60s will call rank 50 Elo Hell. Former rank 50s believe all is lost once they've dropped to the 40s. Elo Hell may really a reflection of your inability to carry your team at your current rank because your true skill level is not that much higher.

After looking at my game stats,  I stopped playing competitive and focused on my mechanics. I looked up guides for my characters, videos of high level play and started recording my own match videos to analyse my gameplay issues.

I started to understand why I was dying in matches. I realised why I'd been bored playing Lucio was because I had been playing him as a healbot, effectively ignoring half his kit. Playing a range of characters in Quick Play also helped me understand what tanks and DPS needed from me as their support.

After three weeks, I started playing competitive again, In two weeks, I rose ten ranks, playing less than five games a day. To be sure, there were bad team mates and loss streaks, but my rank was going up at a steady rate. The only thing that stopped me from reaching rank 50 was time, as the season ended just as I hit 49.

There may very well be a rank at which Elo Hell is real. Chances are, however, that you're far above that. Elo hell likely exists at the very bottom of competitive Overwatch, where trolls like Bacontotem of "I Hanjo" fame hang out. For 99 per cent of players, however, Elo Hell may be an indication that it's time to take a hard look at your performance.



Update: Blizzard has confirmed on the forums that a majority of players have been found to have placed too high on the PTR, and players will experience abnormal drops in skill rating until they reach the SR they should be actually at. This change will not affect live placements. This post has been updated with my latest observations of the effect of these changes.

Overwatch Season 2 will feature an overhauled rank system, with ongoing testing in the PTR.

Instead of ranks 1-100, Season 2 has now taken a leaf from fellow Blizzard game Heroes of the Storm (HotS) with skill ratings of 1-5000. Players will now be sorted into different tiers based on their skill rating range.

The new tiers and their skill rating range are as follows:

Bronze:    1-1499
Silver:      1500-1999
Gold:        2000-2499
Platinum:     2500-2999
Diamond:     3000-3499
Master:       3500-3999
Grandmaster: 4000-5000

Given the multiplier of 50 to create rank 5000, a common formula most players are using to estimate Season 2 rank is: Season 1 rank x 50. Therefore, a rank 50 player in Season 1 is likely to expect placing at 2,500.

However, this is unlikely to be the case. Players have been reporting placements that are inconsistent with the formula outlined above. Developers have recently patched the PTR with a "fix" that affects the majority of players, who were deemed to have "placed too high".

As a result, many are reporting that the rank they are placing or currently is at is far lower than what the S1 rank x 50 formula will indicate.

So with a view to managing expectations for the average player, where can a rank 50 player expect to place in Season 2, assuming a 50 per cent win rate in placements?



No matter which role you play in Overwatch, the ability to hit a target is paramount. It should be no surprise that the higher a player's rank, the better their aim, even if they play mainly support characters.

The good news for average players is, while natural ability and reflexes play a part, aim for the most part is something you can train. Most players in the top skill brackets have been playing FPS games at high levels for years.

Fortunately, there are ways for you to train your aim without having to tank your Quick Play MMR.


Next PostNewer Posts Previous PostOlder Posts Home