Teamfight Tactics (TFT) is a game where strategic consistency is key. While luck plays a role, the most successful players are those who can reliably achieve strong placements across multiple games. Our new TFT scoring system reflects this, rewarding consistent performance while still acknowledging the challenge of securing a first-place finish.
Primary Scoring System
The new primary scoring system is designed to reward players who regularly perform well:
1st Place: 15 Points
2nd Place: 13 Points
3rd Place: 12 Points
4th Place: 11 Points
5th Place: 8 Points
6th Place: 6 Points
7th Place: 4 Points
8th Place: 2 Points
This system ensures that players who consistently place in the top half of matches will be fairly rewarded, even if they don’t always secure first place. For example, a player who finishes 2nd in two consecutive games remains competitive with a player who secures a single 1st place finish.
Bonus Scoring: Damage Dealt
To further reward skillful gameplay, we’ve introduced a bonus scoring system based on the damage dealt to other players:
Less than 100 points of damage: 0
Points 100-129 points of damage: 1
Point 130-159 points of damage: 2
Points 160-199 points of damage: 3
Points 200+ points of damage: 4 Points
This damage-based bonus serves as a tiebreaker and rewards players who dominate their opponents through tactical prowess.
Bonus Scoring: Player Level
We also recognize the importance of different gameplay styles. The following bonuses are awarded based on the player’s level at the end of the game:
Finished the game at level 7: 1 Point
Finished the game at level 8 or 9: 2 Points
Finished the game at level 10 or 11: 3 Points
This encourages diverse strategies, rewarding players who manage their economy well and reach higher levels.
Implementation
The scoring system relies on data that can be easily retrieved via API from sites like lolchess.gg, making it simple and efficient to implement.
Tiebreakers
In the case of tied scores, the following criteria will be used:
Damage dealt will be the primary tiebreaker.
Lowest average placement will be the secondary tiebreaker.
Fastest average game time will serve as the final tiebreaker.
This system ensures that all aspects of gameplay are considered, from strategic consistency to in-game dominance.
This is one of the features we've been most excited about, and we're genuinely happy to finally introduce it. Clans are here.
The idea is simple enough to say in a sentence: the games you already play should add up to something, and they should add up with the people you already play them with.
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