How scoring works
A team's score is simple addition on top of each fighter's rating. There is no hidden multiplier on your side, so you can always work out where every point came from. This guide walks through each layer in the order the game applies them.
1. Base rating
Every fighter has a rating from roughly 55 to 99, set by how powerful they are in their own story. It sits next to their tier: SS, S, A, B or C. Currently there are 27 SS, 45 S, 45 A, 27 B, 12 C. Tier also caps how many tags a fighter can carry (SS: 9, S: 7, A: 6, B: 5, C: 4), so the strongest fighters are also the most versatile.
2. Role fit
Each role wants certain tags. When you place a fighter, the game counts how many of their tags the role wants and adds a flat bonus.
| Matching tags | Result | Bonus |
|---|---|---|
| 2 or more | Perfect fit | +15 |
| 1 | Good fit | +5 |
| 0 | Misfit | +0 |
A misfit is never punished. It just misses out on the bonus.
3. Signature role
Every fighter has one role they are known for. Place them there and they earn a further +10, stacking with tag fit. Even a fighter whose tags don't match still gets the +10 in their signature role. A fighter in their signature role with two or more matching tags earns +25 over their base rating.
- In Vice-Captain: perfect fit, +15 on top of 85 = 100.
- In Healer: misfit, +0 on top of 85 = 85.
4. Abilities
Most fighters have one ability. There are eight kinds:
| Ability type | What it does |
|---|---|
| Role synergy | A bonus to the fighter's own rating when placed in one specific role named on their ability, for example +5 as Tank. |
| Clutch | A bonus that only applies on rungs 6 to 10 of the solo ladder. It does nothing in Versus, which has no rung number. |
| Overwhelm | A bonus that applies only if this fighter has the highest base rating on your team. |
| Adaptable | Guarantees at least a Good fit bonus (+5) even when none of the fighter's tags match the role. |
| Aura buff | Gives a bonus to the fighters in the roles on either side of this one. Roles are ordered Captain, Vice-Captain, Tank, Damage, Support, Support II, Healer, so seating matters. |
| Tag projection | Counts as an extra copy of a tag, for counter calculations only. It never changes the fighter's real tags or role fit. |
| Counter immunity | Cancels the single strongest counter bonus the opponent would otherwise earn against you. |
| Rival bonus | A flat bonus on the solo ladder when facing a specific anime's team. |
5. Counters
Your whole team can earn a bonus by out-countering the opponent's tags. This is covered in detail in the counter guide. In short: each of 13 relationships, such as Barrier > Element, pays a bonus when your team has more of the winning tag than the opponent has of the losing tag. Rewards start at 8, 10 or 12, grow by 5 for each extra tag of advantage, and cap at +20.
6. Duo synergy
Some fighters have history: parent and child, master and student, sworn rivals, lifelong partners. If both halves of a pairing are on your team, you earn a flat +12, regardless of which roles they hold. The game has 96 pairings across 16 series. Groups of three, like the Shiganshina Trio, count as three pairs and stack to +36.
On the solo ladder, synergy is yours alone, because the ladder teams are canon squads packed with duos and would otherwise run away with it. In Versus, both players get it.
7. The ladder boost
On the solo ladder, each opponent team's base score is multiplied by a boost that rises from 0.714 on rung 1 to 1.012 on rungs 9 and 10. This is what makes later rungs harder. Your team is never multiplied.
8. The result
Your total is the sum of every fighter's rating, fit and ability bonuses, plus any counter and synergy bonus. The higher total wins. In Versus both teams are scored the same way against each other with no boost.
Next: the tag counter web or the ladder guide.