Two competing duos join forces in the exact same 4-man public squad and drop into a public Conquest or Breakthrough lobby. The objective is to secure a higher net kill score than the opposing duo over the full match duration.
Rules system / verified result
Each verified statistic is multiplied by its published coefficient. The combined value becomes the ranked match result.
Rules system / ordered pool
Play moves left to right. The final slot becomes the decider when the preceding results do not determine a winner.
Orbit
Conquest
Renewal
Breakthrough
Manifest
Conquest
Kaleidoscope
Conquest
Discarded
Breakthrough
To prevent rank boosting and ringer abuse, at least 60% of all matches played in this ladder over any rolling 30-day window must be competed by your founding core roster.
Read Roster Continuity Rules →If your opponent duo submits conflicting scores or violates code of conduct, our standby admin team guarantees a resolution within 45 minutes of dispute filing.
OPEN DISPUTE CENTER →Match procedure / attendance
Both teams confirm attendance during the authoritative 15-minute window before match play unlocks.
Match and start time are published.
Captains receive the check-in action.
Independent team check-ins are stored.
The server closes and locks attendance.
Lobby access unlocks for verified teams.
Match procedure / missed attendance
A forfeit can be requested only after the server verifies that the opponent missed the check-in deadline.
Both teams receive the attendance notice.
Your captain and roster are confirmed.
A reminder is sent while time remains.
No valid opponent check-in exists.
The result and audit trail are recorded.