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Scoring & math

Alone score · 1–500

Latest ten recorded Competitive or Premier matches, with no Premier multiplier. Performance is calculated from recorded stats, not a provider-issued rating.

Calculated performance ÷ 100
up to 300 points
ACS ÷ 400
up to 125 points
KDA ÷ 3.5
up to 75 points

Performance combines headshots (40%, target 50%), assists (35%, target 20 per match), and wins (25%, target 90%). When recorded opening/trade events exist, they contribute 25% of performance; the other stats contribute 75%. Event impact splits equally between trade kills per round (target 0.20) and opening balance (0.5 + first bloods minus first deaths per round ÷ 0.30). Missing events are excluded, never invented. KDA = total kills plus assists ÷ total deaths; with zero deaths, use kills plus assists.

Form = weighted points ÷ 500. Curve = normalized sigmoid, 1 ÷ (1 + exp(−8 × (form − 0.5))), scaled to 0–500. Add assist bonus, then apply the tapering rank boost; round down, minimum 1.

15+ average assists: e-kitten +20 after the curve, before rank boost.

Rank boosts: Iron 1.20 · Bronze 1.15 · Silver 1.10 · Gold/Platinum 1.06 · Diamond/Ascendant 1.03 · Immortal/Radiant 1.00. With f = min(1, (curve + bonus) ÷ 500), final form = f + (boost − 1) × f × (1 − f). A 500 requires ten games, performance 100, 400+ ACS, 3.5+ KDA, 2.5+ K/D, 90%+ wins, 50%+ headshots and 20+ assists. Otherwise capped at 499. The displayed bell curve is a reference scale, not a measured distribution.

Together score · S+ to F

Five unique players: one Immortal/Radiant star, one Iron–Silver underdog, three wildcards below Immortal. “Star” describes rank eligibility, not verified pro status.

Average all five Alone scores. Every non-star with 300+ is a pop-off: 0 / 1 / 2 / 3 / 4 pop-offs give 1x / 1.15x / 1.35x / 1.65x / 2x synergy.

Together = min(100, average Alone × synergy ÷ 5).

S+ ≥92 · S ≥84 · A ≥74 · B ≥62 · C ≥48 · D ≥35 · F <35

A complete, eligible squad with ranked data in every slot is needed for a grade. Scores are a recent-form comparison, not predictions or verified real-world teamwork. Draft grades grant no currency. Paid Arena competitions use a separate chemistry simulation and redistribute only the entry pot; no tokens are awarded.

Arena chemistry & pots

Solo: 500–1,000,000 BFC per team; your opponent matches your stake and the winner takes the full pot. Weekly: 1,500 BFC per entry, closing Monday 00:00 UTC. Entries lock five players and their latest ten ranked/Premier games within 30 days. Premier has no multiplier here.

Per player, assists contribute up to 30 points (average ÷ 15), headshots up to 20 (percentage ÷ 40), trade kills per round up to 25 (rate ÷ 0.20), and opening balance up to 25 (0.5 + (first bloods − first deaths) ÷ rounds ÷ 0.30). Each contribution is capped. Arena retains its separate chemistry boosts: Iron 3.5, Bronze 2.5, Silver 2, Gold/Platinum 1.5, Diamond/Ascendant 1.2, Immortal/Radiant 1. Multiply by the square root of that Arena boost, cap at 100, and average five players. Alone-score changes do not alter already locked entries or Arena chemistry. Trades mean killing a teammate’s killer within five seconds in the same round. Missing kill-feed data contributes a neutral 25 points for trades/openings combined; entry coverage shows how much event data was available.

Each simulated round starts at 50/50, adjusted by (left chemistry − right chemistry) ÷ 200, capped between 15% and 85%. Historical win rate does not change this chance. First to 13 wins. Weekly teams play round-robin, ranked by wins, round difference, chemistry, entry time, then entry ID.

Top 10 divide 80% of the weekly pot with descending weights 10 to 1; places 11–20 divide 20% equally. With 10 or fewer teams, the whole pot uses descending weights. Fewer than two teams are refunded; rounding leftovers go to first place. Settlement runs every 15 minutes after closing. Unjoined solo lobbies expire after 24 hours with a full refund, or the host can cancel.

Share price · BFC

Base price = 40 + ranked Elo × 0.35. Recent form adjusts that base: win rate contributes up to ±20%, K/D up to −7.5% / +15%, and ACS up to −7.5% / +15%. Final price is rounded to two decimals, minimum 5 BFC. Without ranked matches, the base price is used.

The latest 10 available ranked or Premier games within 30 days determine recent price form. Competitive games carry 1× weight; Premier games carry 1.1× weight in win rate, K/D and ACS for pricing only. Displayed stats and Fantasy scores remain unweighted. This is greater influence, not an automatic 10% price increase.

Prices refresh when the data provider is available, including scheduled refreshes and player-profile refreshes. Match history includes available records, not a guarantee of every Riot game. BFC is virtual, has no cash value and cannot be deposited or withdrawn.