Ranked
Ranked is one on one. You queue from the ranked screen, you get paired with someone near your rating, and the winner takes WP off the loser.
Your WP is your tier. It resets every season, and while you wait the game widens its search by 250 WP every 30 seconds until it finds you someone.
Getting in
| Requirement | Detail |
|---|---|
| Level 20 | Ranked stays locked until then. |
| No ban | A ban on your account closes the queue. |
| No queue penalty | Decline or ignore five matches in an hour and you sit out two hours. |
| No leaver ban | Quit five matches early inside six hours and ranked shuts for a day. |
| Placements done | Two runs at the start of a season, or skip them and start at 500 WP. |
| One account | One account per player each season. Alts are not allowed. |
Tiers
| Tier | End of season badge |
|---|---|
| Iron | bottom 18.25% |
| Bronze | bottom 28% |
| Silver | top 30% |
| Gold | top 15% |
| Diamond | top 6% |
| Platinum | top 2% |
| Master | top 0.5% |
| Challenger | top 0.25% |
How WP moves
A match is worth up to 75 WP. Beating someone rated above you pays most of that, beating someone well below you pays almost nothing, and the loser drops by what you gain.
| Situation | What happens |
|---|---|
| Short matches | Under turn 20 the whole swing shrinks with the turn count, down to a fifth. |
| Long matches | Past turn 20 the winner gains a little more and the loser drops a little less. |
| A draw | Either player can offer one from turn 30. If it is taken, neither rating moves. |
| Quitting early | Bail out behind before turn 20 and it is tracked. The first two inside six hours cost you the reduced amount, the third costs the full loss, the fourth costs one and a half times it, the fifth doubles it and locks you out of ranked for a day. |
| Perks | A few perks change what the match is worth to you. |
| Floor | WP never drops below 1. |
Seasons
A season lasts about a month, then everything on the ladder starts over.
- Everyone goes back to 500 WP.
- Finish above 500 and your final WP and ladder position are kept as a season badge on your profile.
- Season XP resets and the ladder is wiped.
- The queue closes while the season rolls over.
Placements
You play these on your own before your first ranked match of the season.
| Detail | |
|---|---|
| What they are | Solo runs of up to 200 turns each, two hearts, no heart gain. |
| What you get | The further you push, the higher you start, up to 2000 WP. |
| The cap | Last season's finish sets the ceiling on what you can win back. |
| Skipping | Allowed. You start at 500 WP. |
Inside a ranked match
| How it works | |
|---|---|
| Settings | Locked. There is no host, so nothing can be changed. |
| Language | You each play in your own. Pick it on the ranked screen before you queue. |
| Hearts | Two each to start. |
| Heart gain | Harder than a normal room. The alphabet refills tougher, you get five hearts back instead of eight, and it stops entirely at turn 750. |
| Prompts | They get harder every 40 turns, and two strong players start on harder ones than two new players. |
| Spectators | Anyone can watch once the match starts. |
| Reactions | You cannot send them to your opponent. |
| XP | Words pay 15 percent more than in a normal room, and diamonds drop more often. |
| Dog tags | Matches that last past turn 20 pay them out. The winner gets more, and the higher your tier the more they are worth. |
| Disconnects | Drop out seven times and you lose the match. |
Perks
A perk is a passive modifier you pick up mid match. Three cards appear, you keep one, and it runs until the game ends. Both players can see what the other took.
Scenario rooms in ranked style run perks too.
| Perk | Tier | What it does |
|---|---|---|
| Heart I | Silver | Get 1 heart after 125 turns. |
| Random Letter III | Amethyst | 3 random low-frequency letters will be removed from the heart-gain alphabet. |
| Extra Time | Gold | You get +2s for next 75 turns. |
| Short Word | Silver | Type 8 consecutive short words (<6 chars) to gain a heart. |
| Heart Gain | Gold | Heart gain alphabet counts reduced by 1. |
| Combo Heart | Amethyst | Every 50 combo will earn you a heart. (Up to 3 times) |
| Category Heart | Amethyst | Every 40 category words will earn you one heart. (Up to 4 times) |
| Single Prompt III | Amethyst | Get the same syllable for 30 words. +1s per turn while active. Gain 2 hearts on completion. |
| End Letter | Silver | Type 6 consecutive words ending with the same letter to gain a heart. |
| Quick Combo | Silver | Reach 35 combo to gain 1 heart. |
| Lucky Time | Silver | 25% chance to get extra 1 second for turns. |
| Steady Time III | Amethyst | +1 second every turn. |
| Perfect Streak | Silver | Survive 8 extremely hard prompts (sub-1) to gain 1 heart. |
| Long Words | Silver | Every 40 long words (>20 letters) gain 1 heart. |
| Chain Attack III | Amethyst | Next 50 turns: 50% chance to trigger a chain prompt to your opponent. |
| Random Letter I | Silver | 1 random low-frequency letter will be removed from the heart-gain alphabet. |
| Random Letter II | Gold | 2 random low-frequency letters will be removed from the heart-gain alphabet. |
| More Heart I | Silver | You can gain +2 extra hearts from the alphabet. |
| More Heart II | Gold | You can gain +3 extra hearts from the alphabet. |
| More Heart III | Amethyst | You can gain +6 extra hearts from the alphabet. |
| Chain Attack I | Silver | Next 50 turns: 15% chance to trigger a chain prompt to your opponent. |
| Chain Attack II | Gold | Next 50 turns: 25% chance to trigger a chain prompt to your opponent. |
| Heart II | Gold | Survive 100 turns to gain 1 heart. |
| Heart III | Amethyst | Get 1 heart now and every 200 turns. |
| Single Prompt I | Silver | Get the same syllable for 16 words. Gain 1 heart on completion. |
| Single Prompt II | Gold | Get the same syllable for 20 words. +1s per turn while active. Gain 1 heart on completion. |
| Steady Time I | Silver | +1 second every turn for 100 turns. |
| Steady Time II | Gold | +1 second every turn for 250 turns. |
| Risky Moves | Silver | Type 30 consecutive words with <2s on timer to gain a heart. |
| Word Challenge | Silver | Type a random seven letter word within 30 turns to gain a heart. |
| Be Quiet | Not dealt | Gain 2 hearts when opponent types a word containing a random two letter syllable. |
| No Mistake I | Silver | No mistakes for 30 turns: gain 1 heart. Any mistake: lose 1 heart. |
| No Mistake II | Gold | No mistakes for 15 turns: gain 1 heart. Any mistake: lose 1 heart. |
| No Mistake III | Amethyst | 60 consecutive turns without mistakes: gain 2 hearts. Resets on mistake. |
| Timer Reduce I | Silver | Next 100 turns: 10% chance to reduce opponent timer by 1 second. |
| Timer Reduce II | Gold | Next 100 turns: 25% chance to reduce opponent timer by 1 second. |
| Timer Reduce III | Amethyst | Next 100 turns: 50% chance to reduce opponent timer by 1 second. |
| Hard Prompts | Amethyst | Opponent gains 1 heart but gets 3 extremely hard prompts (sub-1). |
| Time Trade | Gold | Opponent gains 1 heart but you get +1 second each turn for the rest of the game. |
| Heart Gamble | Gold | Reduce to 1 heart. After 100 turns, regain all hearts + 2 bonus. |
| Four Letter | Amethyst | Opponent gets 10 four-letter syllable prompts. |
| Collector | Silver | Use words starting with 8 unique letters to gain a heart. |
| Alternation | Silver | Alternate 6 times between short (<6 chars) and long (>12 chars) words to gain a heart. |
| Deflect | Gold | Block your next heart loss and pass your prompt to the opponent. |
| Parasite II | Amethyst | Set heart to 1. Cannot gain hearts from alphabet, but gain a heart whenever your opponent gains or loses one. |
| Parasite I | Gold | For 100 turns, gain a heart whenever your opponent gains one from alphabet. |
| Copycat | Silver | For 75 turns, gain +1 second if your word contains a 3+ letter sequence from opponent's last word. |
| Pressure | Gold | For 50 turns, opponent gets -1s max time when you type fast (<2s). |
| Hex III | Amethyst | Block opponent heart gain progress from alphabet for 75 of their turns. |
| Combo Shield | Gold | For 150 turns, blocks up to 2 timeout damages while above 50 combo. |
| Sacrifice | Gold | Lose 1 heart now and 1 second per turn. Gain 3 hearts after 100 turns. |
| Last Stand I | Gold | Gain +1 second per turn when at 1 heart. |
| Last Stand II | Amethyst | Gain +2 seconds per turn when at 1 heart. |
| Alphabet Reset | Gold | Reset opponent's heart-gain alphabet to starting values. |
| Discovery Hunter | Silver | Discover a word in the next 50 turns to gain 1 heart. |
| Hex I | Silver | Block opponent heart gain progress from alphabet for 15 of their turns. |
| Hex II | Gold | Block opponent heart gain progress from alphabet for 40 of their turns. |
| Palindrome I | Gold | Type 3 palindrome words to gain 1 hearts. |
| Palindrome II | Amethyst | Every 7 palindrome words will earn you 1 heart. |
| Heart Gain II | Amethyst | Heart gain alphabet counts reduced by 3. |
| Recycle | Gold | Reuse already typed words for the next 75 turns. |
| Recycle II | Amethyst | Reuse already typed words for the rest of the game. |
| Size Matters | Silver | Type a 30+ letter word to gain a heart. |
| Letter Hunt | Silver | Use a rare letter 6 times in your words to gain a heart. |
| Sudden Death I | Silver | For the next 10 turns: You and your opponent have 3.5s bomb timer and regen is disabled. |
| Sudden Death II | Gold | For the next 20 turns: You and your opponent have 3.5s bomb timer and regen is disabled. |
| Sudden Death III | Amethyst | For the next 75 turns: You and your opponent have 3.5s bomb timer and regen is disabled. |
| Big Risk | Amethyst | Set your hearts to 1. Win: 2x WP gain. Lose: 2x WP loss. |
| Insurance | Amethyst | If you lose, only lose 1/2 of the WP you would normally lose. |
| Carryover I | Gold | If you finish your turn with extra time, 20% of your remaining time is added to your timer on the next turn, up to +3s. |
| Carryover II | Amethyst | If you finish your turn with extra time, 30% of your remaining time is added to your timer on the next turn, up to +4s. |
| Speed Demon I | Silver | Remove 20% of your remaining time from opponent's timer for 20 turns. Can't reduce below 3s. |
| Speed Demon II | Gold | Remove 30% of your remaining time from opponent's timer for 40 turns. Can't reduce below 3s. |
| Speed Demon III | Amethyst | Remove 35% of your remaining time from opponent's timer. Can't reduce below 3s. |
| Superluminal I | Silver | Extra time at the end of your turns is added to a counter. Once the total reaches 300s, gain 1 heart. |
| Superluminal II | Gold | Extra time at the end of your turns is added to a counter. Once the total reaches 200s, gain 1 heart. |
| Superluminal III | Amethyst | Extra time at the end of your turns is added to a counter. For every 600s of total extra time, gain 1 heart. |
| Double-Double | Silver | Type 3 words containing the prompt in one turn to gain a heart. |
| Double Letters | Silver | Type 20 words with double letters (e.g. SUPPER, COOL) to gain a heart. |
| No Self-Solve I | Silver | Opponents cannot type the exact prompt for their next 30 turns. |
| No Self-Solve II | Gold | Opponents cannot type the exact prompt for their next 100 turns. |
| No Self-Solve III | Amethyst | Opponents cannot type the exact prompt for their next 250 turns. |
| Sleeping I | Silver | Opponent must type 5 words before the turn comes back to you. |
| Sleeping II | Gold | Opponent must type 8 words before the turn comes back to you. |
| Sleeping III | Amethyst | Opponent must type 13 words before the turn comes back to you. |
| Self Solver | Silver | Type the exact prompt 20 times to gain a heart. |
| Fresh | Silver | Avoid using letters from your previous word 10 times to gain a heart. |
| Life Steal | Amethyst | Steal a heart from your opponent. |
| Doom | Ruby | Opponent gets 100 hard prompts (sub-2). |
| Four Letter II | Ruby | Opponent gets 100 four-letter syllable prompts. |
| Hard Prompts II | Ruby | Opponent gets 100 extremely hard prompts (sub-1). |
| Resilience | Silver | When you lose a heart, gain +1s for your next 10 turns. |
| Resilience II | Gold | When you lose a heart, gain +2s for your next 20 turns. |
| Vengeance | Gold | When you lose a heart, opponent gets -1s for their next 10 turns. |
How perks are offered
Ruby is switched off at the moment.
| Moment | Tier pool | Who gets a card |
|---|---|---|
| Right after the start | Silver or Gold | Everyone in the match who is not a bot |
| Turn 125 | Silver, Gold or Amethyst | Everyone alive on at least one heart |
| Turn 325 | Silver, Gold or Amethyst | Everyone alive on at least one heart |
| Turn 500 | Ruby | Both players, each on at least two hearts |
Rules of an offer
| Rule | Detail |
|---|---|
| Cards per offer | Three, all from the same tier |
| Time to choose | 45 seconds |
| Timer | Paused while you pick, plus five seconds once everyone is done |
| Running out | The game takes one of your three at random |
| Repeats | You are never offered a perk you already own |
| Held back | Some are early only, some late only, a few need a heart count |
Perk tiers
Every perk sits in exactly one tier.
| Tier | Perks | When it can appear |
|---|---|---|
| Silver | 33 | Any of the three picks. |
| Gold | 30 | Any of the three picks. |
| Amethyst | 27 | Never on the first pick, and only once per match. |
| Ruby | 3 | Turn 500 only, and only while both players hold two hearts. |