What is ELO in Gaffer Arena?
ELO is your skill rating, the single number that sets your rank and your place on the leaderboard. Everyone starts on 1200. From there it is simple: beat what the game expected of you and your ELO rises, fall short and it slips. The clever bit is that expectation is tuned to your current rating, so the better you get, the more the game expects, and only genuinely sharp calls keep pushing you higher.
Why does everyone start on 1200?
1200 is the number the system treats as a solid, average performance, and it sits right at the bottom of the Silver rank. Starting everyone there means no newcomer is punished or flattered on day one. You earn your place from your very first match, and so does everyone else.
How is my ELO change worked out?
Under the hood it is the same idea that rates chess players, adapted for football calls. For each round the game works out an expected score from your rating, measures how you actually did, and shifts your rating by the gap between the two, scaled by how tough the questions were. In plain terms: your change equals K times your performance minus your expected score, times difficulty. The further you beat expectation, the bigger the jump up. Fall well short and the drop is bigger too, although losses are cushioned, as explained below.
Are pre-match and half-time rated together or separately?
Separately, and this matters. Your pre-match calls get their own rating change and your half-time calls get a completely separate one. A brilliant half-time is never dragged down by a rough pre-match, and a poor second round will not wipe out a strong first one. Within a match the two are applied in order, pre-match first and then half-time, so your half-time result is measured from wherever your rating sits after the pre-match round.
What is the K-factor, and why do higher ranks move slower?
K is the ceiling on how far your rating can move in one round, and it shrinks as you climb. Bronze and Silver players ride a K of 32, so they can shoot up or down quickly. Gold drops to 24, Elite to 16, and Champion to just 10. The higher you go, the steadier your rating becomes, which is exactly what makes the top of the table so hard to reach and even harder to hold onto.
Are losses as harsh as wins are generous?
No, losses sting less. Any negative rating change is cut in half before it is applied, so the room to gain is always bigger than the room to lose. Keep showing up and playing thoughtfully and your rating tends to drift upward over time rather than seesaw.
Are there bonuses on top of my ELO gains?
Yes, two of them, and they only ever apply to gains. A hot streak adds 10 percent for every winning round in a row, up to a maximum of 50 percent. An upset adds a flat 20 percent when you correctly call something most of the community got wrong. You always get the better of the two rather than both stacked, so a brave call that goes against the grain and comes off is always well rewarded.
What are the ranks and their ELO ranges?
There are five ranks. Bronze is anything below 1200. Silver runs from 1200 to 1399, Gold from 1400 to 1599, Elite from 1600 to 1799, and Champion is 1800 and above. Cross a threshold in either direction and your rank updates straight away.
Can you show me a real ELO example?
Sure. Say you sit on 1200 and you play a half-time round, scoring 73 percent. The game expected roughly 50 percent from a 1200 player, so you comfortably beat expectation and gain around 8 points. Now suppose the same day you had a rough pre-match round earlier, scoring just 26 percent. That round is graded on its own and costs you about 4 points after the loss is halved. Your net for the match is roughly plus 4, and because the rounds are separate, your strong half-time is rewarded properly instead of being averaged away by the slow start.
Is there a lowest possible ELO?
Inactivity decay will never drag you below 600, so an account can never rot away to nothing. Normal in-match losses follow the halved formula above, which keeps your rating sturdy for as long as you stay active.
A worked example, starting from 1200
Net change for the match+4
The strong half-time is rewarded on its own, instead of being averaged away by the slow start.