
From One Run to HT1: How Training Tiers Work
See how your ranked runs become Mode Scores, tiers and titles — and why consistency matters more than one lucky PB.

See how your ranked runs become Mode Scores, tiers and titles — and why consistency matters more than one lucky PB.
You finish a ranked run and see a score. But what happens after that — and how does it eventually become an HT3, LT1 or even HT1 title?
Ranked Run → Run Score → Mode Score → Tier → Title
Every mode measures a different skill, so every mode has its own scoring system.
| Mode | What matters |
|---|---|
| Flicking | Speed and accuracy. Misses are heavily punished. |
| Tracking | Raw accuracy, with an extra bonus for headshots. |
| Totem & Anchor | Faster times earn more points. Exceptional runs can exceed 100. |
| First Hit | Win the first hit and connect from a strong, valid distance. |
| Shield Break | 38% break speed and 62% damage control. |
| Sword Combo | Build a longer combo. Later hits give smaller score increases. |
| Mace | Complete successful actions, scaled separately for each mode. |
Your Mode Score is not simply your PB. It is built from your latest 50 valid runs:
55% average + 30% recent form + 15% best runs
Your latest ten runs receive extra weight, while your five strongest runs keep proven peak performances relevant.
During your first ten runs, the rating remains closer to your normal average. One amazing result can improve your score — but you need to repeat that level to keep it.
Training tiers are relative. You compete against every qualified player in that exact mode.
Here is an example with 5,000 qualified players:
However, rank alone does not guarantee an elite tier. Your Mode Score must also be close enough to the best player:
HT1 98.5% · LT1 93% · HT2 80% · LT2 72% · HT3 65% · LT3 58%
This prevents a weak or very small leaderboard from handing out elite tiers too easily.
| Required runs | Modes |
|---|---|
| 5–6 | Aim modes, destruction modes and most Mace modes |
| 8 | Safe Speed Anchor |
Category titles such as Aim Trainer, Anchor Trainer or Melee Trainer combine all modes inside that category. Modes you have not qualified in still count as zero, so a category title rewards complete skill instead of one strong mode.
The Training Overall Leaderboard does not award points for every individual mode. Instead, it uses your tier in each of the five categories:
Aim · Anchor · Totem · Mace · Melee
Each qualified category can award points:
Your five category results are added together, giving a maximum possible score of 300 points.
A category only awards points once you are fully qualified and eligible for its tier. Playing one mode in a category is therefore not enough to maximize your Overall score.
Your total points determine the title displayed beside your name on the Overall Training Leaderboard:
For example, an HT3 Aim tier gives 10 points and an LT3 Totem tier gives another 6. Together, those categories give you 16 points and the Training Cadet title.
Your leaderboard position is primarily decided by total points. If two players have the same number of points, the player with more qualified categories is placed higher, followed by the total number of completed runs.
| Tier | Rank range |
|---|
| HT1 | #1 |
| LT1 | #2–3 |
| HT2 | #4–8 |
| LT2 | #9–16 |
| HT3 | #17–39 |
| LT3 | #40–131 |
| HT4 | #132–431 |
| LT4 | #432–1,381 |
| HT5 | #1,382–3,281 |
| LT5 | #3,282–5,000 |
| 10 | Totem Reaction, Totem Speed and Speed Anchor |
| 20 | First Hit, Shield Break and Sword Combo |
| Category tier | Points |
|---|
| HT1 | 60 |
| LT1 | 45 |
| HT2 | 30 |
| LT2 | 20 |
| HT3 | 10 |
| LT3 | 6 |
| HT4 | 4 |
| LT4 | 3 |
| HT5 | 2 |
| LT5 | 1 |
| Title | Required points |
|---|
| Training Grandmaster | 250 |
| Training Master | 150 |
| Training Ace | 60 |
| Training Specialist | 30 |
| Training Cadet | 12 |
| Training Novice | 6 |
| Rookie | 0 |