TFT段位详解

TFT段位详解

从黑铁到王者,按顺序排列的每一个Teamfight Tactics段位——揭秘胜点、前四名结算以及顶尖段位的实际运作机制。

Ranked ladder

云顶之弈(TFT)段位排序

共十个大段位,由低到高排列。前七个段位各包含四个小段位,从IV到I依次递减。

SeasonSet 18: Enchanted Wilds→
Iron
01

Iron

Entry tier
Iron IVIron IIIIron IIIron I

The floor of the ranked ladder. Iron lobbies are decided by economy rather than board strength — players roll their gold down to zero on turn three and never recover. Simply holding fifty gold and levelling on schedule is enough to climb out.

Bronze
02

Bronze

Below average
Bronze IVBronze IIIBronze IIBronze I

Players know the traits but not the tempo. Boards get built for a composition that needs three more units and a specific item, and the health bar is gone by the time it arrives. Committing to what your first two carousels actually gave you is the biggest jump available here.

Silver
03

Silver

Around the middle of the ladder
Silver IVSilver IIISilver IISilver I

The largest concentration of players sits in and around Silver. Item choices are reasonable and levelling is roughly on curve, but nobody scouts — you find out what the lobby is contested on when you lose to it. Checking two boards between rounds is what separates Silver from Gold.

Gold
04

Gold

Above average
Gold IVGold IIIGold IIGold I

The benchmark for a solid ranked player and the tier most Set rewards are pegged to. Gold players pivot when a composition is contested and understand when to take a loss streak on purpose. Execution is inconsistent: the pivot usually happens a stage later than it should.

Platinum
05

Platinum

Upper portion of the ladder
Platinum IVPlatinum IIIPlatinum IIPlatinum I

Augment choices start deciding games, and taking the wrong one on the first pick is a bottom-four before stage three. Platinum is where playing the lobby rather than a favourite composition begins to matter, and rigid one-trickers begin to stall.

Emerald
06

Emerald

前 ~5%
Emerald IVEmerald IIIEmerald IIEmerald I

Added between Platinum and Diamond, which pushed every tier above it further up the ladder. Emerald plays like old low Diamond: correct item components, real scouting, and the difference between fourth and fifth decided by a positioning read rather than by the board.

Diamond
07

Diamond

前 ~1%
Diamond IVDiamond IIIDiamond IIDiamond I

The last tier with divisions and the point where consistency beats ceiling — averaging fourth reliably outclimbs alternating firsts and eighths. Diamond players position around the specific threat in each matchup and know the exact odds at every level.

Master
08

Master

Apex tier
无小段位 — 按胜点(LP)排名

The first apex tier. Divisions disappear, LP simply accumulates with no cap, and there is no promotion series to Grandmaster. Master lobbies punish a greedy econ line immediately, because seven other players are running the same numbers you are.

Grandmaster
09

Grandmaster

Apex tier — capped by ladder position
无小段位 — 按胜点(LP)排名

Grandmaster 段位需要达到最低胜点(历史数据为 200 点)并占据各赛区有限的席位之一——Set 17 中 EUW 赛区为 600 个,KR 赛区为 850 个,小型服务器席位更少。胜点跌破门槛后将降回 Master 段位。Iron 到 Master 段位只会降级,但 Grandmaster 和 Challenger 段位可能会直接失去。

Challenger
10

Challenger

Apex tier — the top of the region
无小段位 — 按胜点(LP)排名

Teamfight Tactics 中的最高段位:需要达到最低胜点(历史数据为 500 点)并占据各赛区有限的席位之一(Set 17 中 EUW 赛区为 300 个)。一旦用完 14 场储备场次,Challenger 段位玩家若每天不进行对局,将会扣除 250 胜点,因此保持该段位需要持续活跃。

01

前四名即为胜利

八名玩家同场竞技,前四名获得胜点,后四名扣除胜点。第一名收益最高,第八名扣分最重,但胜点曲线奖励的是稳定性:每局都拿第四名的玩家,比交替拿第一和第八名的玩家上分更快。每个小段从0到100胜点,段位之间没有晋级赛。

02

顶尖段位

大师、宗师和王者段位没有小段之分。胜点(LP)会持续累积且没有上限,你的段位由你在本赛区排行榜上的位置决定,且晋升门槛会全天波动。如果胜点跌破门槛,你将自动降级,此外,如果不经常进行游戏,高段位也会出现胜点衰减。

03

赛季重置与定级赛

一个排位赛季持续一个 Set。新 Set 开始时,所有回归玩家的初始段位都会被重置到较低水平——根据上个 Set 的段位,处于 Iron II 到 Silver 段位底部之间——而隐藏分 MMR 只会向中间值略微靠拢。随后进行五场定级赛,期间后四名不会扣除胜点,前四名最多可获得 100 胜点,因此实力强劲的玩家可以迅速回归应有的段位。

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