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Castle BattleField Guide Play free

Castle Battle · Ranked

The Ladders

Two ladders — the Duel Ladder for Duel 1v1 and the Alliance Ladder for Team Battle 4v4 — and a standing in each is its own: the commander who holds a lane in an alliance war is not the commander who wins a duel. Both begin with a five-battle Proving, and are climbed through six seats of command, from Levy to Warden.

The Proving

Your first five ranked battles in a ladder are not on it. No seat is shown and no pip moves: the heralds are taking your measure, and the fifth battle seats you where the measure falls.

The six seats

SeatTiersA win earnsStreakLosses cost pipsPromotion paysSeason pays
Levy42 pips—No—1,500
Outrider42 pips—Yes1,2003,000
Castellan41 pip+1 from the third win in a rowYes2,4006,000
Banneret41 pip+1 from the third win in a rowYes5,00012,000
Marshal41 pip—Yes9,00024,000
WardenNone1 pip—Yes18,00045,000

Pips and tiers

Every seat below the Warden's has four tiers of six pips. Win and you take pips; fill a tier and you climb to the next.

The Herald's Reckoning

Under the pips is a rating every ranked battle moves, and it is not idle decoration: it is measured against what the seat you are standing on is worth, and the gap between the two bends your track. This is the reason the climb is quick when you are in the wrong seat and honest once you are in the right one.

The heralds sayWhenA win takesA defeat costs
Ascendantyour rating has run 80 clear of the seat+one extra pipnothing at all
Levelrating and seat agreethe seat's own rateone pip
Overreachedyour rating is 80 below the seatone pip fewer, never nonetwo pips

The rating itself never shows below the Warden's seat — what shows is the verdict, because a number is a thing to farm and a verdict is a thing to act on.

Leaving a battle

Every protection above has one exception, and it is the only one. Walk out of a ranked battle and it counts as a defeat that the Levy's forgiveness and the seat's floor both step aside for: 1 pip wherever you are standing, and two once you have left two battles in a season.

Where there is nothing on the track to take — the bottom of a seat, with no pips left — the pips are owed rather than forgiven, up to 6 pips, and your next win pays them before it fills anything. It still cannot cost you the seat: a floor is a promise about a season.

The Warden's seat

The top seat has no tiers. There the rank IS the rating — a percentile, and once you are inside the top 1,000, a position on the board. Above the Marshal's seat the question stops being how many wins you have and becomes how many commanders are ahead of you.

A position is only worth holding if it can be taken, so a Warden who does not ride for seven days begins to shed 16 rating a day and slides down the board. It costs no seat and no pip — only the figure the board is ordered by — and it stops at the middle of the scale.

Seasons

A season is one calendar month, in UTC, and each month has a name: Frostmoon, Thawtide, Seedfall, Greenrise, Longsun, Highsun, Emberwane, Harvestide, Goldfall, Reddusk, Mistfell and Deepdark.

When a season rolls, every standing is knocked back four tiers and the hidden rating is pulled 34% of the way back toward the middle — enough that last month has to be earned again, not so much that it never happened. Each season pays gold once at the roll, by the highest seat you reached: from 1,500 for a Levy to 45,000 for a Warden. A season with no ranked battles in it pays nothing and is not remembered.

What IS remembered is every season you finished: the seat you closed at, your peak and your record, kept twelve seasons deep — a year — in the chronicle on your ladder screen. A ladder that resets owes you a record of what it wiped.

Riding with a war-band

A band may ride for pips, and every member's standing moves on the result — so a band's members must stand within five rungs of one another: a seat and a tier. A band is paired on what its members average and then won by its best, and the rule is there for the commanders opposite. A member still in their Proving has no rung and never widens a band, so a band can always take somebody through their first battles.