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VALORANT Map Rating is a 0–500 proficiency score with a C-to-S grade, not a control for choosing your favorite map. Riot calculates it from Overall Win Rate, Attacker Win Rate, Defender Win Rate and Performance Score, with recent matches weighted more heavily. You can improve those inputs through targeted review and practice. In ordinary Competitive matchmaking, you cannot lock a favorite map or permanently ban one; the selector uses each player’s recent five-game map history. Premier is the exception, because teams pick and ban maps before a match.
What Map Rating means in VALORANT
Map Rating is Riot’s in-game way to show how proficient you currently are on individual maps. Riot introduced it in Patch 13.08 for Competitive and Premier. Each map receives a score from 0 to 500 and a letter grade from C through S. The number describes performance on that map; it is not a popularity score, a vote for the map you enjoy, or a setting that changes matchmaking.
The score and grade
A higher number represents stronger measured results on that map. The client presents both the numeric value and its letter grade, so you can use the number to notice smaller changes and the grade as a quick visual summary. Riot has not published the exact conversion formula or the score thresholds for C, B, A, or S. Any guide that claims a precise threshold or a guaranteed number of matches for a particular grade is going beyond Riot’s published information.
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Where Map Rating is available
The feature is available in Competitive and Premier. You can see a map’s rating in three client locations:
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- Agent Select: the map rating is shown while you prepare to select an agent.
- End of Game: the post-match screen presents the updated map information.
- Career: your map records and ratings can be reviewed after the match.
Other players cannot see your Map Rating. When Riot launched the feature, everyone started with a fresh record because historical match data was not included. That launch condition does not establish a permanent seasonal reset rule; Riot’s published description only explains the initial rollout.
How Riot calculates a map rating
Riot identifies four published inputs. They are best read together rather than treated as four separate grades.
| Input | What it tells you | Useful review question |
|---|---|---|
| Overall Win Rate | How often your team wins on the map across your recorded games. | Are your map results improving over a comparable set of matches? |
| Attacker Win Rate | How effectively you convert attacking rounds into map wins. | Do your attack halves lose more rounds than your defense halves? |
| Defender Win Rate | How effectively you hold sites and close defensive rounds. | Are early deaths, missed rotations or weak retakes costing the defense? |
| Performance Score | Riot’s measure of your in-match contribution on that map. | Did your actions help secure rounds even when your kill total was modest? |
Recent matches count more than older matches. A strong current run can therefore influence the rating more than an equally sized set of old games. Riot has not disclosed the weighting curve, the exact formula, or a minimum sample size. Treat the rating as a moving indicator of current form, not as a permanent career statistic.
Why a win does not guarantee a large increase
A single victory changes several underlying observations at once, but the displayed score also reflects your side-specific results and Performance Score. A close win with little round impact may move the rating less than a dominant performance, while a loss in which you create high-value rounds can still provide useful performance information. Because the formula is unpublished, you should look for trends over several recent games instead of trying to reverse-engineer one match’s point change.
How to check your rating and read the result
- Queue for Competitive or Premier, the modes in which Map Rating is supported.
- During Agent Select, note the map rating shown for the current map before choosing your agent.
- After the match, inspect the End of Game screen for the updated map result.
- Use Career to compare map records over time. Record the overall result, the attack and defense split, and the Performance Score feedback together.
- Keep a simple external note if you want to compare periods. Include the date, map, mode, agent or role, side of the map, result and notable round events so that a short hot streak is not mistaken for a lasting change.
The client locations are the reliable places to read the feature. Riot does not provide a separate public leaderboard for Map Rating, and another player cannot inspect yours from the match lobby.
A practical method to improve a map rating
Improvement is most efficient when you identify which part of your map play is holding the result down, then create a recent run of better decisions. The following sequence uses Riot’s four inputs while separating published facts from coaching suggestions.
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1. Split attack and defense before changing your agent pool
Start by comparing your attacking and defending results rather than looking only at the overall win rate. If the attack side is consistently weaker, review your first-death timing, spacing, utility used to enter a site, and whether your team converts the numerical advantage after an opening pick. If defense is weaker, examine early over-aggression, information timing, rotation paths, and retake preparation.
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2. Improve round-winning impact, not only the scoreboard
Performance Score is one of the four inputs, so maximize actions that change the probability of winning a round. Examples include trading a teammate, denying a plant, preserving a man advantage, using utility to clear a dangerous angle, saving equipment when the round is lost, and coordinating a retake with teammates. Kills matter, but a safe exit that protects the next round or a well-timed flash that produces two trades can be more valuable than a late cleanup kill.
Use the performance feedback shown after games as a prompt for review. Look for repeated low-impact deaths, unused utility, or rounds in which you had an advantage but failed to convert it. Riot has not published a checklist that guarantees a higher Performance Score, so treat these as coaching priorities rather than official thresholds.
3. Build a recent, comparable sample
Because recent games carry greater weight, schedule practice on the map you want to improve instead of waiting for occasional appearances. Compare games played in a similar role and with a similar level of team communication. A five-game burst in which you changed agents, party size and rank conditions every match cannot tell you whether the map itself improved.
Focus on repeatable decisions for the next block of games: the same opening path, a planned utility sequence, a clear retake call and a defined post-plant position. After the block, check whether the attack-defense split and round impact improved. Then adjust one variable at a time.
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4. Use custom practice to target the map’s geometry
Custom games are useful for mechanics that do not require matchmaking. Walk common entry routes, rehearse lineups, practice clearing the first two dangerous angles, and run site-entry drills with a friend or training partner. Record a few rounds and mark the exact moment a plan failed: an exposed cross, a late smoke, an untraded death or a rotation that arrived after the plant.
These routines are practical ways to influence the four published inputs, but Riot has not stated that a particular custom-game exercise directly changes Map Rating. The rating changes through your supported Competitive or Premier matches; practice is preparation for those games.
5. Review losses for the first decision that made the round difficult
When reviewing a recording, stop at the earliest avoidable disadvantage rather than judging only the final fight. Ask:
- Did the team have a plan for the first 20 seconds?
- Was your utility used to gain space, deny information or protect a teammate?
- Could you have disengaged before becoming isolated?
- After gaining a player advantage, did the team slow down and trade?
- On a retake, did everyone arrive together with the necessary utility?
Finding one recurring decision is more actionable than labelling an entire map as “bad.” Apply the correction in your next recent-match block and then reassess.
How to compare two maps fairly
A map can feel comfortable while producing ordinary results, or feel awkward while your measured performance is strong. Compare maps on consistent axes before deciding that one is genuinely your best map.
| Axis | How to compare | What to avoid |
|---|---|---|
| Overall Win Rate | Use the same recent period and a similar number of games. | Comparing a long history on one map with a three-game streak on another. |
| Attacker Win Rate | Check whether your attack plans create plants, trades and post-plant positions. | Calling a map weak because one unusual attack half went badly. |
| Defender Win Rate | Review holds, information plays, rotations and retakes. | Attributing every defensive loss to teammates without checking your timing. |
| Performance Score | Read the in-client feedback alongside round context. | Using kills as a substitute for the full performance measure. |
| Agent comfort | Note whether your normal agents have reliable setups and escape routes. | Changing agents every game and then blaming the map for inconsistent results. |
| Execute and retake success | Track whether your planned attacks and retakes reach a playable state. | Counting only completed plants or final kills. |
| Communication quality | Separate solo-queue communication from coordinated-party results. | Mixing a five-stack sample with silent solo games. |
Keep enjoyment separate from proficiency. You may prefer a map’s visual style or routes even when the rating shows weaker current execution. Use that preference to decide where to practice, not as evidence that the score is wrong.
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Can you choose a favorite map or ban one in ranked?
In ordinary matchmade queues, no. The documented system does not provide a personal favorite-map lock or a permanent ban button. Instead, Riot’s selector looks at the maps each player used in that mode’s previous five games.
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How the recent-map selector works
- The system collects each player’s map history from the previous five games for the selected mode.
- Maps that appeared twice in that history are removed from consideration.
- Among the remaining maps, it selects the least-played map for the group.
- If every map has been removed, the system restores the pool and selects the least-played map.
The rule is designed to reduce repeats, not to honor an individual preference. It also evaluates the mode’s history, so Competitive games and Premier games should not be treated as one shared five-game list.
Why the same map can still appear
A repeat does not prove that your account has been assigned a favorite. The selector is balancing the recent histories of the players in the match, not just yours. A map that was played once may remain eligible while maps played twice are excluded; after several players’ histories are combined, the least-played eligible choice can still be a map you saw recently. When the eligible pool is exhausted, the restoration step makes another selection possible. Riot has not published a promise that every player will receive a fixed number of different maps in a given number of games.
What you can control in ordinary queues
- Use your map rating to choose which maps deserve deliberate practice.
- Prepare a small, reliable agent pool for maps that appear often.
- Review the five-game history when a repeat feels surprising, rather than assuming a hidden preference setting.
- Play with a consistent role and communication plan so the results you collect are comparable.
How Premier map pick and ban is different
Premier supplies a team-controlled selection process that ordinary matchmaking does not. Before each game, the teams use map pick and ban. Once a map has been played, it is removed from the pool for the remaining games in that match. This creates an actual strategic way to steer the series toward a preferred map or away from a weak one.
Use Map Rating when preparing for a Premier series
- Review each player’s map rating and the attack-defense split before the match.
- Identify the map on which the team has the clearest agent assignments and round plans.
- During the pick-and-ban phase, protect the map that best fits those strengths and remove a map for which the team lacks a workable plan.
- After a map is played, plan the next selection around the reduced pool; that map will not be available again in the same match.
A high individual rating does not automatically make a map the best team pick. Premier decisions should also consider role coverage, practiced executes, substitute availability and how the opposing team tends to play. The rating is evidence about individual proficiency, while pick and ban is a team decision.
A two-week improvement cycle
If you want a repeatable process rather than isolated tips, use a short cycle. It does not rely on an unpublished score target.
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| Phase | Work | Record |
|---|---|---|
| Baseline | Review the map in Career and note recent attack and defense results, Performance Score feedback, role and agent. | Three recurring problems, not a long list of guesses. |
| Preparation | In a custom game, rehearse one entry route, one defensive hold and one retake or post-plant plan. | The utility order and the call that starts the play. |
| Match block | Play a comparable set of Competitive or Premier games and keep the same core role where practical. | First death, trade, plant or defuse involvement, utility value and round outcome. |
| Review | Watch a few decisive rounds and locate the earliest avoidable disadvantage. | One correction to test next, rather than a complete agent rebuild. |
| Recheck | Compare the new recent results with the baseline, allowing for the unpublished weighting and normal match variance. | Whether the same problem appears less often. |
The purpose of the cycle is to create better current games, which is the part of the record Riot weights most heavily. It is not a promise that the displayed number will rise after every block.
Common problems and how to interpret them
“I won, but my rating barely moved.”
One win is only one observation, and the formula also reflects side-specific results and Performance Score. Check the recent trend and the quality of your round impact instead of expecting a fixed points-per-win exchange rate.
“My rating is low even though I get many kills.”
Eliminations are not the complete published measure. Review whether your kills create trades, stop plants, protect advantages or arrive after the round is already decided. Also check whether one side of the map is consistently losing.
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Recent matches are weighted more heavily, so a current run can matter more than old games. The absence of published thresholds means you cannot infer a precise grade boundary from one update.
“I cannot find Map Rating in my mode.”
Riot’s feature is documented for Competitive and Premier. Check Agent Select, End of Game and Career in one of those modes. Unrated and other modes are not included in the documented availability.
“I want to ban a map in ranked.”
Ordinary matchmaking has no documented personal ban or favorite-map control. You can influence your preparation and agent choices, but the selector follows recent-map history. Use Premier’s team pick-and-ban phase when you need direct map control.
Quick Recap
Key takeaways
- Map Rating is a 0–500, C-to-S measure of map proficiency in Competitive and Premier.
- Overall Win Rate, Attacker Win Rate, Defender Win Rate and Performance Score are the four published inputs.
- Recent matches matter more, while Riot has not disclosed the formula, grade thresholds or required sample size.
- Ordinary matchmaking chooses from recent five-game map histories and does not offer a personal favorite-map lock or permanent ban.
- Premier teams pick and ban before each game, and a played map leaves the pool for later games in that match.
- To improve, diagnose attack and defense separately, increase round-winning impact, practice map-specific routines and compare a consistent recent sample.
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