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Rocket League · Vehicular sport
FM-ROC / PSYONIX

The Rocket League Tracker Reference: MMR per Playlist and Ranked Tiers

A Rocket League player is not one rank. Every playlist — 1v1, 2v2, 3v3 and each Extra Mode — carries its own MMR, and ranks three tiers apart across playlists are entirely ordinary. Any single badge beside a name has quietly chosen one of them.

Rocket League · Record

What Rocket League Publishes

SPEC / PLATE
  • PublisherPsyonix
  • Released2015
  • Ranked systemMMR per playlist
  • Headline figuresMMR per playlist · Goals · Saves · Assists · Shooting percentage
Reference

MMR is per playlist, and there is no account rating

SOURCE / 01

Psyonix stores a separate rating for each competitive playlist and publishes them individually. There is no combined account rating, and no playlist is treated as the canonical one. A player who mostly queues 2v2 has an accurate 2v2 rating and a stale or absent rating everywhere else.

This is the single most important fact about the game's data, and it explains most of the confusion around it. A player described as Diamond might be Diamond in 3v3, Champion in 2v2 and Platinum in 1v1, and all three descriptions are true. The tier shown on a page is whichever playlist that page decided to read.

Seasonal resets compress the extremes toward the middle rather than clearing MMR. That is gentler than a full reseed, but it means a rating from an early season and one from a recent season sit on differently shaped scales, so cross-season comparison of raw MMR is unreliable even when the tier name matches.

Reference

Eight tiers, three divisions, and one that has none

COMPARE / 02

The ladder runs Bronze, Silver, Gold, Platinum, Diamond, Champion, Grand Champion and Supersonic Legend. Bronze through Grand Champion each split into three divisions; Supersonic Legend does not, because it is the top band and standing inside it is ordered by raw MMR.

Because ratings are per playlist, the ladder exists once per playlist too. An account therefore holds as many tier positions as it has played playlists, and the Extra Modes are ranked on the same scale despite being different games. Rumble and Hoops reward completely different skills from standard 3v3.

  1. 01 Bronze
  2. 02 Silver
  3. 03 Gold
  4. 04 Platinum
  5. 05 Diamond
  6. 06 Champion
  7. 07 Grand Champion
  8. 08 Supersonic Legend
LADDER

MMR per playlist. Bronze through Grand Champion hold three divisions each. Supersonic Legend has none. Every playlist, 1v1, 2v2, 3v3, each Extra Mode, carries its own MMR. Seasonal resets compress the extremes toward the middle rather than clearing MMR.

The share of players sitting in each tier moves every season, so no fixed percentage is printed here, because a number published once would be wrong within weeks. The order is the part that holds.

Reference

Goals, saves and the shooting percentage problem

RANK / 03

Rocket League publishes goals, assists, saves, shots and MVP counts, and each one is distorted by position in a way that has no equivalent in a shooter. A player who plays third man will have low goals and high saves by design, not by weakness. A striker will have the reverse. Both can be excellent.

Shooting percentage, goals divided by shots, is the figure that looks most rigorous and behaves worst. A player who only shoots from open positions carries a high percentage and creates little pressure; a player who takes contested shots feeds rebounds to teammates and carries a low one. It measures shot selection, not finishing.

Saves are the most honest single figure the game publishes, because a save is a discrete, unambiguous event with a fixed definition that has not changed. Read saves per game rather than total saves, and read them against the playlist, since a 1v1 save and a 3v3 save are different events.

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

One figure the game pools that it should not

BOARD / 04

Playlists are ranked separately but several of the cumulative counts are not. Goals, assists, saves and shots accumulate across every playlist and every mode together, including the casual and extra modes, so a total says nothing about which game produced it. A player who mostly plays the rotating modes and a player who only plays competitive threes can show the same totals from entirely different play.

Reference

Reading a Rocket League profile without being misled

READ / 05

Name the playlist before reading anything. Then read per-game rates rather than totals, because totals track playtime. Then check the season, since MMR scales have shifted between seasons even where tier names have not. Then note the position the player normally takes, because goals and saves are position artefacts before they are skill signals.

For comparisons, both accounts must be read on the same playlist in the same season. That is a stricter condition than it sounds: a large share of published Rocket League comparisons put a 2v2 rating next to a 3v3 one.

max 1,000,000
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  • K/D ratio kills ÷ deaths
  • Win rate wins ÷ matches
  • Damage per round damage ÷ rounds
  • Kills per match kills ÷ 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

Rocket League stats: frequently asked questions

FAQ / 09

What is my actual Rocket League rank?

You have one per playlist. 1v1, 2v2, 3v3 and each Extra Mode carry separate MMR, and three tiers of spread between them is ordinary. Any single badge has picked one playlist without telling you which.

Do seasonal resets clear MMR?

No. They compress the extremes toward the middle. That is gentler than a reseed, but it means raw MMR from different seasons sits on differently shaped scales, so cross-season comparison of the number is unreliable even when the tier name is the same.

Is a high shooting percentage a good sign?

Not on its own. It measures shot selection more than finishing. A player who only shoots from open positions posts a high figure while creating little pressure, and a player taking contested shots that feed rebounds posts a low one.

Which Rocket League figure is most reliable?

Saves per game, read within one playlist. A save is a discrete event with a definition that has not changed, which is more than can be said for shooting percentage or for any total.

Are Extra Modes ranked on the same ladder?

They use the same tier names and the same rating mechanics, but each mode has its own MMR. Rumble and Hoops reward different skills from standard 3v3, so a tier in one says little about a tier in another.