Ranked

The one on one ladder

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

RequirementDetail
Level 20Ranked stays locked until then.
No banA ban on your account closes the queue.
No queue penaltyDecline or ignore five matches in an hour and you sit out two hours.
No leaver banQuit five matches early inside six hours and ranked shuts for a day.
Placements doneTwo runs at the start of a season, or skip them and start at 500 WP.
One accountOne account per player each season. Alts are not allowed.

Tiers

TierEnd of season badge
Ironbottom 18.25%
Bronzebottom 28%
Silvertop 30%
Goldtop 15%
Diamondtop 6%
Platinumtop 2%
Mastertop 0.5%
Challengertop 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.

SituationWhat happens
Short matchesUnder turn 20 the whole swing shrinks with the turn count, down to a fifth.
Long matchesPast turn 20 the winner gains a little more and the loser drops a little less.
A drawEither player can offer one from turn 30. If it is taken, neither rating moves.
Quitting earlyBail 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.
PerksA few perks change what the match is worth to you.
FloorWP 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 areSolo runs of up to 200 turns each, two hearts, no heart gain.
What you getThe further you push, the higher you start, up to 2000 WP.
The capLast season's finish sets the ceiling on what you can win back.
SkippingAllowed. You start at 500 WP.

Inside a ranked match

How it works
SettingsLocked. There is no host, so nothing can be changed.
LanguageYou each play in your own. Pick it on the ranked screen before you queue.
HeartsTwo each to start.
Heart gainHarder than a normal room. The alphabet refills tougher, you get five hearts back instead of eight, and it stops entirely at turn 750.
PromptsThey get harder every 40 turns, and two strong players start on harder ones than two new players.
SpectatorsAnyone can watch once the match starts.
ReactionsYou cannot send them to your opponent.
XPWords pay 15 percent more than in a normal room, and diamonds drop more often.
Dog tagsMatches that last past turn 20 pay them out. The winner gets more, and the higher your tier the more they are worth.
DisconnectsDrop 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.

PerkTierWhat it does
Heart ISilverGet 1 heart after 125 turns.
Random Letter IIIAmethyst3 random low-frequency letters will be removed from the heart-gain alphabet.
Extra TimeGoldYou get +2s for next 75 turns.
Short WordSilverType 8 consecutive short words (<6 chars) to gain a heart.
Heart GainGoldHeart gain alphabet counts reduced by 1.
Combo HeartAmethystEvery 50 combo will earn you a heart. (Up to 3 times)
Category HeartAmethystEvery 40 category words will earn you one heart. (Up to 4 times)
Single Prompt IIIAmethystGet the same syllable for 30 words. +1s per turn while active. Gain 2 hearts on completion.
End LetterSilverType 6 consecutive words ending with the same letter to gain a heart.
Quick ComboSilverReach 35 combo to gain 1 heart.
Lucky TimeSilver25% chance to get extra 1 second for turns.
Steady Time IIIAmethyst+1 second every turn.
Perfect StreakSilverSurvive 8 extremely hard prompts (sub-1) to gain 1 heart.
Long WordsSilverEvery 40 long words (>20 letters) gain 1 heart.
Chain Attack IIIAmethystNext 50 turns: 50% chance to trigger a chain prompt to your opponent.
Random Letter ISilver1 random low-frequency letter will be removed from the heart-gain alphabet.
Random Letter IIGold2 random low-frequency letters will be removed from the heart-gain alphabet.
More Heart ISilverYou can gain +2 extra hearts from the alphabet.
More Heart IIGoldYou can gain +3 extra hearts from the alphabet.
More Heart IIIAmethystYou can gain +6 extra hearts from the alphabet.
Chain Attack ISilverNext 50 turns: 15% chance to trigger a chain prompt to your opponent.
Chain Attack IIGoldNext 50 turns: 25% chance to trigger a chain prompt to your opponent.
Heart IIGoldSurvive 100 turns to gain 1 heart.
Heart IIIAmethystGet 1 heart now and every 200 turns.
Single Prompt ISilverGet the same syllable for 16 words. Gain 1 heart on completion.
Single Prompt IIGoldGet the same syllable for 20 words. +1s per turn while active. Gain 1 heart on completion.
Steady Time ISilver+1 second every turn for 100 turns.
Steady Time IIGold+1 second every turn for 250 turns.
Risky MovesSilverType 30 consecutive words with <2s on timer to gain a heart.
Word ChallengeSilverType a random seven letter word within 30 turns to gain a heart.
Be QuietNot dealtGain 2 hearts when opponent types a word containing a random two letter syllable.
No Mistake ISilverNo mistakes for 30 turns: gain 1 heart. Any mistake: lose 1 heart.
No Mistake IIGoldNo mistakes for 15 turns: gain 1 heart. Any mistake: lose 1 heart.
No Mistake IIIAmethyst60 consecutive turns without mistakes: gain 2 hearts. Resets on mistake.
Timer Reduce ISilverNext 100 turns: 10% chance to reduce opponent timer by 1 second.
Timer Reduce IIGoldNext 100 turns: 25% chance to reduce opponent timer by 1 second.
Timer Reduce IIIAmethystNext 100 turns: 50% chance to reduce opponent timer by 1 second.
Hard PromptsAmethystOpponent gains 1 heart but gets 3 extremely hard prompts (sub-1).
Time TradeGoldOpponent gains 1 heart but you get +1 second each turn for the rest of the game.
Heart GambleGoldReduce to 1 heart. After 100 turns, regain all hearts + 2 bonus.
Four LetterAmethystOpponent gets 10 four-letter syllable prompts.
CollectorSilverUse words starting with 8 unique letters to gain a heart.
AlternationSilverAlternate 6 times between short (<6 chars) and long (>12 chars) words to gain a heart.
DeflectGoldBlock your next heart loss and pass your prompt to the opponent.
Parasite IIAmethystSet heart to 1. Cannot gain hearts from alphabet, but gain a heart whenever your opponent gains or loses one.
Parasite IGoldFor 100 turns, gain a heart whenever your opponent gains one from alphabet.
CopycatSilverFor 75 turns, gain +1 second if your word contains a 3+ letter sequence from opponent's last word.
PressureGoldFor 50 turns, opponent gets -1s max time when you type fast (<2s).
Hex IIIAmethystBlock opponent heart gain progress from alphabet for 75 of their turns.
Combo ShieldGoldFor 150 turns, blocks up to 2 timeout damages while above 50 combo.
SacrificeGoldLose 1 heart now and 1 second per turn. Gain 3 hearts after 100 turns.
Last Stand IGoldGain +1 second per turn when at 1 heart.
Last Stand IIAmethystGain +2 seconds per turn when at 1 heart.
Alphabet ResetGoldReset opponent's heart-gain alphabet to starting values.
Discovery HunterSilverDiscover a word in the next 50 turns to gain 1 heart.
Hex ISilverBlock opponent heart gain progress from alphabet for 15 of their turns.
Hex IIGoldBlock opponent heart gain progress from alphabet for 40 of their turns.
Palindrome IGoldType 3 palindrome words to gain 1 hearts.
Palindrome IIAmethystEvery 7 palindrome words will earn you 1 heart.
Heart Gain IIAmethystHeart gain alphabet counts reduced by 3.
RecycleGoldReuse already typed words for the next 75 turns.
Recycle IIAmethystReuse already typed words for the rest of the game.
Size MattersSilverType a 30+ letter word to gain a heart.
Letter HuntSilverUse a rare letter 6 times in your words to gain a heart.
Sudden Death ISilverFor the next 10 turns: You and your opponent have 3.5s bomb timer and regen is disabled.
Sudden Death IIGoldFor the next 20 turns: You and your opponent have 3.5s bomb timer and regen is disabled.
Sudden Death IIIAmethystFor the next 75 turns: You and your opponent have 3.5s bomb timer and regen is disabled.
Big RiskAmethystSet your hearts to 1. Win: 2x WP gain. Lose: 2x WP loss.
InsuranceAmethystIf you lose, only lose 1/2 of the WP you would normally lose.
Carryover IGoldIf 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 IIAmethystIf 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 ISilverRemove 20% of your remaining time from opponent's timer for 20 turns. Can't reduce below 3s.
Speed Demon IIGoldRemove 30% of your remaining time from opponent's timer for 40 turns. Can't reduce below 3s.
Speed Demon IIIAmethystRemove 35% of your remaining time from opponent's timer. Can't reduce below 3s.
Superluminal ISilverExtra time at the end of your turns is added to a counter. Once the total reaches 300s, gain 1 heart.
Superluminal IIGoldExtra time at the end of your turns is added to a counter. Once the total reaches 200s, gain 1 heart.
Superluminal IIIAmethystExtra time at the end of your turns is added to a counter. For every 600s of total extra time, gain 1 heart.
Double-DoubleSilverType 3 words containing the prompt in one turn to gain a heart.
Double LettersSilverType 20 words with double letters (e.g. SUPPER, COOL) to gain a heart.
No Self-Solve ISilverOpponents cannot type the exact prompt for their next 30 turns.
No Self-Solve IIGoldOpponents cannot type the exact prompt for their next 100 turns.
No Self-Solve IIIAmethystOpponents cannot type the exact prompt for their next 250 turns.
Sleeping ISilverOpponent must type 5 words before the turn comes back to you.
Sleeping IIGoldOpponent must type 8 words before the turn comes back to you.
Sleeping IIIAmethystOpponent must type 13 words before the turn comes back to you.
Self SolverSilverType the exact prompt 20 times to gain a heart.
FreshSilverAvoid using letters from your previous word 10 times to gain a heart.
Life StealAmethystSteal a heart from your opponent.
DoomRubyOpponent gets 100 hard prompts (sub-2).
Four Letter IIRubyOpponent gets 100 four-letter syllable prompts.
Hard Prompts IIRubyOpponent gets 100 extremely hard prompts (sub-1).
ResilienceSilverWhen you lose a heart, gain +1s for your next 10 turns.
Resilience IIGoldWhen you lose a heart, gain +2s for your next 20 turns.
VengeanceGoldWhen you lose a heart, opponent gets -1s for their next 10 turns.

How perks are offered

Ruby is switched off at the moment.

MomentTier poolWho gets a card
Right after the startSilver or GoldEveryone in the match who is not a bot
Turn 125Silver, Gold or AmethystEveryone alive on at least one heart
Turn 325Silver, Gold or AmethystEveryone alive on at least one heart
Turn 500RubyBoth players, each on at least two hearts

Rules of an offer

RuleDetail
Cards per offerThree, all from the same tier
Time to choose45 seconds
TimerPaused while you pick, plus five seconds once everyone is done
Running outThe game takes one of your three at random
RepeatsYou are never offered a perk you already own
Held backSome are early only, some late only, a few need a heart count

Perk tiers

Every perk sits in exactly one tier.

TierPerksWhen it can appear
Silver33Any of the three picks.
Gold30Any of the three picks.
Amethyst27Never on the first pick, and only once per match.
Ruby3Turn 500 only, and only while both players hold two hearts.
Play Word Bomb