Ranked MMR, Elo Clamping & Inactivity Decay Calculator (2026 Season)
Ranked MMR, Elo Clamping & Inactivity Decay Simulator
Decay Floor: 1 LP (Diamond IV+ (28-Day Bank) / Master+ (14-Day Bank))
Net Delta Needed: +250 LP
In Master, Grandmaster, and Challenger, each ranked game banks 1 day up to 14 days max. Once your bank hits 0 days, you lose 75 LP per day until demoting to Diamond II. Crucially, LP decay does NOT reduce your Hidden MMR, leading to +32/-14 clamped gains upon return.
2026 Competitive Rank Decay & Immunity Bank Comparison Table
| Esports Title | Decay Threshold Tier | Max Bank Cap | Days Added / Game | Daily Penalty |
|---|---|---|---|---|
| League of Legends (Apex) | Master, Grandmaster, Challenger | 14 Days | +1 Day / Match | -75 LP / Day |
| League of Legends (Diamond) | Diamond IV – Diamond I | 28 Days | +7 Days / Match | -50 LP / Day |
| Counter-Strike 2 (Premier) | 10,000+ Premier CSR | 10–14 Days | Resets Timer on Active Match | Rating Hidden + RD Drift |
| Valorant | Immortal 1 – Radiant | 7–14 Days | 1 Match Restores Standing | Leaderboard Removal (0 RR Lost) |
| Overwatch 2 | Master, GM, Champion | 14 Days | +2 Days / Match | Calibration Volatility +/-40% |
How Dual-Track Matchmaking Separates MMR from Visible Rank
Modern competitive ladders (Riot Trueskill-inspired Encounter/Win MMR, Valve Glicko-2, and Microsoft TrueSkill2) maintain two distinct variables: your Visible Badge/LP and your Hidden Matchmaking Rating (µ) paired with an Uncertainty Variance (σ). When your account decays due to travel or inactivity, only the cosmetic LP/CSR layer is reduced—meaning you still queue into high elo lobbies while earning +30 LP wins until your visible badge catches back up.