- Not a fixed Β±25
- Premium Match: Β±20% more
- Leavers lose 2Γ
- Rating doesn't move Elo
"How much Elo is a FACEIT win?" is the most searched FACEIT question β and the usual answer, "25", is the one FACEIT itself says is wrong. The Elo you gain or lose depends on how likely your team was to win, whether you're in a Premium Match, whether anyone left, and (on levels 1 to 9) a little on how you played. This guide explains each part in FACEIT's own words, shows what a match is worth at different team gaps, and counts the wins each level really takes. Checked 2026-10-25.
- Not a fixed Β±25: FACEIT's support pages say so in as many words β the win probability decides the stake.
- Favourites win less, underdogs win more β the same match costs a favourite more when it's lost.
- Premium Match: 20% more Elo per match, up and down.
- Away more than 5 minutes: twice the loss, or half the win β your solo teammates lose 50% less.
- Levels 1β9 only: a notable personal performance can nudge the result; the win still decides it.
Why it isn't a fixed 25
FACEIT's own Elo pages are blunt: match outcomes "do not yield a fixed +/-25 Elo change" (or Β±30 in Premium Match). The amount is linked to your team's perceived likelihood of winning, which FACEIT works out from two things when the lobby launches:
- Match balance β the win probability from the total Elo gap between the two teams. FACEIT's match-balance page adds that the probability is based on each team's Team Rating, which weighs skill, solo players against stacks, matches played and skill spread.
- Party disparity β internal balancing weights for pre-made parties with a wide skill spread, so a 3,000 and a 1,200 in one party don't game the system.
The result is a sliding scale. When your team is the clear favourite, a win only confirms what was expected and pays little, while a loss costs more. When you're the underdog, the reverse. FACEIT publishes no formula, so the numbers below are our estimate using the standard Elo curve, centred on 25 at an even match β close to what players see, but not FACEIT's exact figures:
| Your team vs theirs | Win chance | Win | Loss | Premium win | Premium loss |
|---|---|---|---|---|---|
| 200 Elo lower | 24% | +38 | β12 | +46 | β14 |
| 100 Elo lower | 36% | +32 | β18 | +38 | β22 |
| 50 Elo lower | 42.9% | +29 | β21 | +34 | β26 |
| Even | 50% | +25 | β25 | +30 | β30 |
| 50 Elo higher | 57.1% | +21 | β29 | +26 | β34 |
| 100 Elo higher | 64% | +18 | β32 | +22 | β38 |
| 200 Elo higher | 76% | +12 | β38 | +14 | β46 |
Our model (logistic curve, 400-point scale) β FACEIT doesn't publish its formula. Team averages are what count, not your own Elo.
Premium Match: 20% more, both ways
FACEIT's Super Match and Premium Match FAQ puts it simply: in a Premium Match "you can gain or lose 20% more Elo in every match" β which is where the Β±30 baseline comes from. Premium Match is open to subscribers who are Verified and Veterans, runs only in Europe and North America, and takes parties of one or two. It speeds a climb up, but only if you're winning more than you lose: a 45% win rate loses Elo 20% faster too.
- Β±25an even standard match
- Β±30an even Premium Match (+20%)
- 1β2players per Premium Match party
- EU + NAthe only Premium Match regions
Leavers, AFKs and the Elo they cost
FACEIT counts a player as a leaver once they've been away for a cumulative total of more than 5 minutes in a match. The penalty lands on them and softens the blow for their teammates β unless those teammates queued with them:
| Situation | Elo result |
|---|---|
| You left (5+ min away) and your team lost | Twice the normal loss |
| You left and your team still won | Only 50% of the normal win |
| A solo teammate left and you lost | Your loss is cut by 50% |
| A party member left and you lost | The full normal loss for every party member |
| You won a man down | The normal win β no bonus for the handicap |
One more detail from FACEIT's FAQ: when a leaver penalty is merged into the result, the Elo change shown after a win can even be a net negative number. If that happened to you, it's the penalty, not a bug.
Does your own performance count?
A little, and only below Level 10. FACEIT's improved Elo formula makes small adjustments for notable in-game performances on levels 1 to 9 β FACEIT stresses that team performance and the win are still the main factors. Level 10 players get none. And the FACEIT Rating number on your profile is a separate stat: FACEIT says it doesn't affect your Elo balance.
So the fastest way to more Elo per match is not a huge KD β it's playing matches your team is likely to win less often and winning them anyway, or simply winning more than half your games.
How many wins each level takes
The level bands aren't the same width, so "four wins a level" is only true in the middle. At Β±25 per even match, these are the net wins (wins minus losses) to cross each band from bottom to top:
| Level | Elo band | Band width | Net wins at Β±25 |
|---|---|---|---|
| 100 β 500 | 401 Elo | about 17 | |
| 501 β 750 | 250 Elo | about 10 | |
| 751 β 900 | 150 Elo | about 6 | |
| 901 β 1,050 | 150 Elo | about 6 | |
| 1,051 β 1,200 | 150 Elo | about 6 | |
| 1,201 β 1,350 | 150 Elo | about 6 | |
| 1,351 β 1,530 | 180 Elo | about 8 | |
| 1,531 β 1,750 | 220 Elo | about 9 | |
| 1,751 β 2,000 | 250 Elo | about 10 | |
| 2,001+ | open-ended | β |
Level 1 to Level 10 is about 41 net wins from a fresh 1,000-Elo account β more if your win rate is near 50%, because every loss cancels a win. The FACEIT Elo calculator turns your own Elo and win rate into games and days.
Placements and your starting Elo
Every FACEIT season now opens with 10 placement matches. In Season 9 your starting Elo is set once you've finished all ten, and FACEIT says placements won't swing it by hundreds of points a game; players above 2,500 Elo usually start lower. A brand-new account starts at 1,000 Elo β unless it has Prime and enough Premier wins, in which case FACEIT converts your Premier history into a starting figure (it doesn't publish the threshold). The FACEIT starter guide covers the rest of the first-day checklist.
Elo you get back after a cheater
If someone in your match is later banned, FACEIT may return the Elo you lost β but only for permanent bans for cheating, ban evasion or smurfing, and only for matches within the banned player's last 100 matches and the last 3 months. A temporary ban or an AFK penalty doesn't trigger it. The returned Elo arrives automatically; there's nothing to file.
How to gain Elo faster
- Win more than half.
Every point above a 50% win rate is Elo you keep; at 55% you net roughly one win in every ten games.
- Queue when you're sharp.
Two losses in a row is the signal to stop β tilted games cost the most, especially as a favourite.
- Never leave.
Five minutes away doubles a loss and halves a win. Reconnect, even mid-round.
- Use Premium Match only when you're winning.
20% more Elo is 20% faster in both directions.
- Watch your own demos.
The four-pass demo review finds the deaths that lose rounds.
Short on time? A FACEIT boost
A Level 10 booster takes the climb at a steady pace. These are the common climbs, priced and timed by our checkout right now:
| Climb | Price | Standard | Express |
|---|---|---|---|
| Level 5 (1,100 Elo) β Level 10 (2,050 Elo) | 3β4 days | 1β2 days | |
| Level 7 (1,400 Elo) β Level 10 (2,050 Elo) | 2β3 days | about 32 hours | |
| Level 8 (1,550 Elo) β Level 10 (2,050 Elo) | 1β2 days | about 25 hours | |
| Level 9 (1,800 Elo) β Level 10 (2,050 Elo) | about 20 hours | about 12 hours |
- FACEIT Support β Elo calculation issues (updated 27 May 2026) Β· AFK, leaver and no-show bans and Elo (updated 27 May 2026) Β· Match balance indicator
- FACEIT Support β Super Match and Premium Match FAQ Β· Improved Elo formula FAQ Β· CS2 Elo and skill levels Β· Season 9 soft reset Β· FACEIT Rating FAQ
- Win chances and Elo per match: our model, not FACEIT's formula. Boost prices and times: our pricing engine when you load this page. Checked 2026-10-25.
All free tools: calculators, percentiles & season countdowns β


