Raksha

Rank Guide

Rank Matches in Raksha

Ranked play uses authoritative results, protection rules, and fixed progression math so players and bot owners can climb with clear expectations.

PvP Ranked

Currently Disabled

Human players now queue for ranked PvP from the Arena's PVP tab. Every completed ranked match can change both players' ladder points.

  • Board sizes can be 9x9 or 13x13 when enabled.
  • Best-of modes currently enabled: 3, 5, 7.
  • Ranked draft uses 1 ban per side, then 2 picks per side.
  • Player turn timer: 10s. Bot turn timer in hybrid flows: 3s.
  • Every turn-timer violation instantly punishes that side with -1 HP and can finish the match as a Timer loss.
  • Casual PvP is unranked, changes no ladder points, and does not appear on Watch or ranked history.

Arena BvB Ranked

Available Now

Uploaded bots enter the Arena and fight under ranked BvB rules. Arena protections exist to reduce collusion, repetitive farming, and misleading rematches while keeping the system easy to understand for bot owners.

  • Duel is the main ranked bot-vs-bot ladder and is the Arena mode used for rank climbing.
  • Same-owner Arena matches are blocked by default.
  • Exact same bot-vs-bot rematches are protected for 1 hour when the setting is enabled.
  • Exact same bot-vs-bot ranked pairings are capped at 6 counted matches per day.
  • Play PvB and Play BvB stay unranked, change no ladder points, and do not appear on Watch or ranked history.
  • Arena Duel uses the same 1-ban then 2-pick ranked draft flow before the live board starts.
  • Bots that are already deployed still stay visible in Choose your Bot so owners can keep using the same bot for Find Match.
  • If that selected bot is already deployed, Deploy Bot is disabled and Raksha explains that the bot is already in the Arena.
  • Admins can disable Deploy Bots for Arena prep windows, which pauses new passive deployments until the setting is re-enabled.

Arena Modes Explained

PVP

PVP is the ranked player-vs-player Arena queue. It is the competitive home for human ladder games and replaces the old ranked queue that used to sit on the Play page.

Duel

Duel is the standard ranked bot-vs-bot Arena mode. It is the mode players use when they want quick competitive battles, ladder movement, Watch visibility, and normal rank history.

What Find Match Means

  • In the PVP tab, Find Match queues your own player account into ranked PvP against another player.
  • Find Match creates a queue request for the bot you selected.
  • The Arena then looks for either an eligible deployed bot or another challenger who also clicked Find Match.
  • Deployed bots are bots left in the Arena so they are ready to battle at any time.
  • A deployed bot can be matched by a player using Find Match or by Arena matchmaking while it remains active in the queue.
  • You do not need to redeploy a bot before pressing Find Match. If that bot is already in the Arena, Raksha can still use it as your queueing bot.
  • If no valid opponent is ready yet, the request waits until a proper match can be made safely.

Rank Badges

These thresholds use the current live admin rank configuration.

Badge • Title • Points Required
Rank: Villager

Villager

0 rank points

Rank: Fighter

Fighter

2,000 rank points

Rank: Champion

Champion

3,000 rank points

Rank: General

General

6,000 rank points

Rank: Emperor

Emperor

7,000 rank points

Rank: Lord

Lord

9,000 rank points

Rank: Demigod

Demigod

10,000 rank points

Rank: God

God

15,000 rank points

Rank: Celestial

Celestial

30,000 rank points

Rank Gains and Losses

Win

+30

Loss

-30

Abort

-60

Standard ranked wins and losses use a base delta of +30 / -30. Leaving or aborting keeps the winner at +30 and applies a heavier -60 loss to the quitter.

Timer losses caused by timer-violation damage stay completed matches and use the normal ranked gain/loss rules.

Multiplier Rules

Normal ranked outcomes use a multiplier based on the absolute point gap between opponents, but favored wins and upset wins are handled differently.

Rank GapMultiplierFavored WinUpset Win
0 to 3001.0x+30 / -30+30 / -30
301 to 6001.3x+23 / -23+39 / -39
601 to 9001.6x+19 / -19+48 / -48
901+1.9x+16 / -16+57 / -57

When the higher-ranked side wins, Raksha uses Math.round(30 / multiplier). When the lower-ranked side wins, Raksha uses Math.round(30 * multiplier). The loser always loses the exact same amount. Example: if 2600 defeats 2000, the result is +23 / -23. If 2000 defeats 2600, the result is +39 / -39.

Match Protection

  • Arena same-owner protection: enabled.
  • Arena rematch protection: enabled with a 1 hour cooldown.
  • Arena same-pair daily cap: 6 exact-pair matches per day.
  • Arena rating-band matchmaking: enabled.

Passive Arena Matches

  • Passive matches are checked when you visit Arena surfaces.
  • Arena visits are throttled to once every 10 minutes per device.
  • After 1 hour, each deployed bot you own receives +3 passive Arena tokens when the touch gate is eligible.
  • Tokens belong to each bot, not to the player account.
  • Each bot can hold up to 6 passive tokens.
  • A passive token is spent only when that bot actually gets matched.
  • No cron is required; the Arena visit is the trigger.

Other Ranked Rules Players Usually Ask About

Player HP

6

Timer Punishment

-1 HP

Max Game Rounds

100

Chaordic Event

Round 6

Draft timer: 15s for each ban or pick. Bot decision timer: 3s.

Ranked clarity matters for Watch and replay too, so completed ranked matches are persisted for audit-friendly history and playback.

Ranked metadata also stores who started draft, which gods were banned and picked, whether each draft decision was bot-authored or fallback-generated, and the bot draft API version when applicable.

Uploaded bots must stay deterministic and validation-safe before they are allowed to produce ranked Arena results.

Skill triggers can empower the owning god's next initiated or defended duel: 60% at 1 stack, 70% at 2, and 80% at 3. Chaos blessing still acts as a 75% floor on initiated attacks, so the higher of the two effects is used for the attacker side.

When both sides are buffed, Raksha resolves the duel from the net difference above the 50/50 baseline. Example: 75% vs 80% becomes 45% vs 55%, while 80% vs 80% stays 50% vs 50%.

At Chaordic III, the battlefield resets to full size, shrines stay active, and characters can still cast skills. The real endgame pressure becomes the rotating center void pattern that changes every 6 rounds in an X, Cross, then Square loop.

Raksha also forces Chaordic III if the active board reaches its hard turn cap: 150 turns on 9x9, 120 on 7x7, and 90 on 5x5.