The Axie Infinity Tracker Reference: Arena MMR and Season Win Rate
Axie Infinity is the one entry here that is not a shooter, and it sits on this site because the same question applies to it: a win rate means nothing without the team that produced it. Arena runs a continuous MMR ladder with seasonal placement rather than named tiers.
Axie Infinity · Record
What Axie Infinity Publishes
SPEC / PLATE
PublisherSky Mavis
Released2018
Ranked systemArena MMR
Headline figuresArena MMR · Win rate · Battles played · Team composition · Season placement
Reference
What Sky Mavis publishes, and why it is unusually complete
SOURCE / 01
Sky Mavis publishes arena standings and per-account battle logs through its own interface, and a substantial part of the record is on-chain. That makes this the most openly readable dataset covered here — the opposite situation to Counter-Strike, where nothing official is published at all.
The record includes battle-by-battle outcomes and the teams involved, which matters because it is the only way a win rate becomes interpretable. The same account can hold a strong record with one composition and a weak one with another, and the composition is part of the result rather than context for it.
MMR is re-seeded each season and rewards are settled against the closing leaderboard. A placement is therefore a season-scoped fact, and a peak MMR without its season is not a comparable claim — the same caution that applies to every ranked figure on this site.
Reference
A continuous ladder with no named tiers
COMPARE / 02
There are no tier names to misread here, which removes a whole class of confusion. MMR is a continuous number, position is derived from it, and the leaderboard is the ranking. What replaces the tier confusion is a different one: MMR gained and lost depends on the opponent's rating, so two accounts on the same MMR can have arrived there through very different opposition.
Seasonal re-seeding means an early-season MMR and a late-season MMR sit on differently populated ladders. Early in a season the distribution is compressed and positions move quickly; late in a season the top is settled and the same MMR represents a different position.
NO LADDER
Arena uses a continuous MMR ladder with seasonal leaderboard placement rather than named tiers. MMR is re-seeded each season and rewards are settled against the closing leaderboard.
Reference
Why a win rate needs the team beside it
RANK / 03
A win rate in Axie is a property of an account and a composition together. A team built around one strategy will beat some compositions reliably and lose to others reliably, so the win rate a player posts is partly a report on what the rest of the ladder happened to be playing that week.
This is why the battle log matters more than the summary figure. A 60 per cent win rate against a varied field is a different claim from a 60 per cent win rate against a field that happened to be favourable, and the log distinguishes them where the percentage cannot.
Battles played is the sizing figure, as everywhere else. Below a few dozen battles a season, the win rate is still moving, and Axie seasons are short enough that small samples are common rather than exceptional.
What each figure leaves out
The seven recurring figures, the formula behind each one, and the list of things it does
not count.
K/D ratio = kills ÷ deaths
A 1.4 in a tactical shooter and a 1.4 in a 64-player mode are not comparable numbers. Read K/D against the mode first, the rank second, and never on its own.
Not included in this number
Assists and downs that someone else finished
Whether the kill was a trade or an opening pick
Round-win contribution
Casual and ranked pools, which most pages merge
Win rate = wins ÷ matches played
Below roughly 50 matches a win rate is noise. In squad modes it is closer to a measure of who the player queues with than of how they play.
Not included in this number
Sample size
Whether the player queued solo or in a stack
Abandoned and re-queued matches
Placement matches, which several games weight differently
Matches played = count of recorded matches
This is the number that tells you whether any of the others mean anything. Read it first.
Not included in this number
Matches played before the current stats system
Matches recorded while the profile was private
Modes the game does not track
Matches on other platforms for accounts that were not linked
Damage per round = total damage ÷ rounds played
The most honest single number in tactical shooters, and the most misleading one in battle royales, where plate-breaking pads it.
Not included in this number
Whether the damage led to a kill
Utility and grenade damage in some games but not others
Damage to non-player targets
Overkill damage past zero health
Ranked tier = a band on the game's own rating ladder
The most authoritative figure available and the one most often shown stale. Check when it was last refreshed before believing it.
Not included in this number
Refresh lag between the game and the page showing it
Which playlist or role the badge came from
Seasonal resets that have already happened
Whether placements are complete
Peak rank = highest tier reached, per season
Useful only with the season attached. A peak from a season with different tier boundaries is a different achievement wearing the same name.
Not included in this number
Seasons before the current system
Beta and pre-release periods
Peaks on unlinked accounts
Tier boundary changes between seasons
Headshot percentage = headshot kills ÷ total kills
Read it per weapon or not at all. An account-wide headshot percentage mostly reports which guns the player likes.
Not included in this number
Every shot except the last one
Weapons with no headshot multiplier
Explosive and vehicle kills
Hero abilities that ignore hit location
Reference
A rating describes a season, not an account
BOARD / 04
Arena runs in seasons and the rating re-seeds when one closes, which makes a rating a statement about the current season and nothing more. Standings from closed seasons are archived rather than carried forward, so an account that finished high in an earlier season starts the next one from the same place as everyone else and shows no trace of the earlier result in its live rating.
This is the single most common misreading of an Axie record. A rating that looks like a collapse is usually a re-seed that has not finished settling, and a rating that looks like a breakthrough is often the first weeks of a season when the field is still sorting. Neither is readable until a season is well underway, and comparing a mid-season rating against a closed-season final standing compares two different things.
Reference
Reading an Axie arena record without being misled
READ / 05
Read battles played, then win rate, then the composition, then the season. The composition step is the one with no equivalent in the shooters on this site, and skipping it makes the win rate uninterpretable rather than merely imprecise.
For comparisons, both accounts need to be read in the same season, and ideally over a similar battle count. Cross-season MMR comparison is unreliable because the ladder is re-seeded and its population changes shape as the season progresses.
K/D ratiokills ÷ deaths
Win ratewins ÷ matches
Damage per rounddamage ÷ rounds
Kills per matchkills ÷ matches
READ IT AS
A ratio is only worth reading next to the match count that produced it. Below roughly fifty
matches, every figure on this bench is noise.
Questions
Axie Infinity stats: frequently asked questions
FAQ / 09
Does Axie Infinity have ranked tiers?
No. Arena runs a continuous MMR ladder with seasonal leaderboard placement, so there are no tier names to misread. Position is derived directly from the rating.
Why is my win rate not comparable to another player's?
Because a win rate is a property of an account and a team composition together. A composition that beats some teams reliably and loses to others reliably produces a win rate that partly reports what the rest of the ladder was playing.
What does Sky Mavis publish?
Arena standings and per-account battle logs, with a substantial part of the record on-chain. It is the most openly readable dataset of any game covered here.
Does MMR reset between seasons?
It is re-seeded each season and rewards are settled against the closing leaderboard. A peak MMR is only a comparable claim with its season named beside it.
Why is this game on a site about shooters?
Because the reading problem is identical. A ratio without its sample and its context is unreadable, and Axie makes that unusually explicit: the team composition is part of the result rather than background to it.