
EpicDuel
Nightwraith
| Friday, October 30, 2026
Snork just received a new stash of epic Oni Slayer seasonal weapons!
Also, the Balance Token Ghoulzookas will be available until November 2nd so you have one more weekend to get them!
EpicDuel's Gifting 2026 event will go LIVE Monday, December 7 and runs for 36 days, ending Monday, January 11. Read this thorough post for more information!
It seems that one of the cruelest things a dev can do is make an achievement out of reach, such as the top Fame achievement. Though this wouldn't be an insurmountable bar at EpicDuel's peak, it's a bit too steep to climb at the current population. To address that, Fame can now be given hourly instead of daily! Fame is counted per-player and resets an hour after fame is given. That means if you Fame someone at 1:50 PM, you can fame them again at 2:50 PM.
It's long overdue that a competitive PvP game introduce a meaningful ranking systems, eh? Wins have always been a prominent way to measure success in EpicDuel, but wins alone don’t tell the whole story. Under the current system, beating a top player and beating a brand-new account count exactly the same. To truly measure a player's dueling prowess, we’ve added ELO Ratings for 1v1 and 2v2. They measure how strong the opponents you beat are, not just how many times you won.
What is ELO?
ELO is a rating system first made for chess and now used in many competitive games. Every player has a rating. When you battle, the system first works out how likely you were to win, based on the gap between your rating and your opponent’s:
Expected Score = 1 / (1 + 10^((Opponent’s Rating − Your Rating) / 400))
If you and your opponent are rated the same, you’re expected to win 50% of the time. If your opponent is rated 200 points higher, you’re expected to win about 24% of the time.
After the battle, your rating moves based on how the result compared to that expectation:
Rating Change = K × (Result − Expected Score)
Result is 1 for a win and 0 for a loss. K controls how big each step is.
An example: You’re rated 1000 and face an opponent rated 1200. Your expected score is about 0.24. For an established player, K is about 20.
You win: 20 × (1 − 0.24) = +15 for the upset.
You lose: 20 × (0 − 0.24) = −5, since you were expected to lose.
Flip it around. If the 1200-rated player beats you, they gain only about 5 points, because that win was expected. Beating stronger players earns a lot; beating much weaker players earns very little. That’s what makes ELO a much better measure of skill than wins alone.
What else goes into your rating?
1v1 and 2v2 are rated separately. Being great at one says nothing about the other.
In 2v2, your team’s rating is the average of both partners. Your team’s chance of winning is worked out from that, and both partners gain or lose based on the result.
Placement battles: your first few rated battles in each mode move your rating in bigger steps, so you reach your true level quickly.
Runs count as losses. Leaving a battle early counts as a loss for your side, same as it always has.
Only 1v1 and 2v2 auto battles are rated. Juggernaut, challenges and battles involving NPCs don’t affect your rating.
Inactivity: if you stop playing a mode for a while, your rating slowly drifts down until you return. The leaderboard reflects who’s strong now, not who was strong months ago.
Ratings update every hour.
Fair play
ELO naturally limits farming: easy wins earn almost nothing. On top of that, we’ve added several protections:
The short and simple version: the only reliable way to raise your ELO is to beat strong players.
The Leaderboards
You’ll find 1v1 ELO Rating and 2v2 ELO Rating in the All-Time section of the Leaderboards. To appear on a board you need 50 rated battles in that mode, and you must have played it within the last 30 days. If you qualify but aren’t in the top 20, your own rank is shown at the bottom of the board.
Ratings were calculated from existing battle history, so your rating already reflects the battles you’ve fought in recent months.
We’re excited for ELO to give real recognition to players who rise to the challenge. It also gives us a strong base for future features that might use ELO for placement and balance (i.e. REAL Tournaments).
ELO rating parameters are subject to change and may shift as we change the criteria over time. When that happens all current ratings will be cleared with recalculated ratings added. When this happens, we'll announce it so nobody panics if their score jumps up or down a few hundred points.
We've updated a few things in the Varium shop for your convenience and clarity.
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