Every duel moves your rating, and your rating is your rank. A win is worth about twice what a loss costs, so a rough night sets you back far less than a good one carries you forward, and roughly one win in three keeps you level. Everyone starts at Doodler III and nobody can fall out of it. Here is the whole climb from there: six leagues of three divisions, and what each one costs.
The ladder, top to bottom
Maestro
divisions I–III
The summit. Rare enough that the leaderboard learns your name.
Virtuoso
divisions I–III
The show-off league, earned point by point. Clutch lines with the clock running out.
Brushmaster
divisions I–III
Bold strokes, big scores. Ninety seconds turns out to be plenty.
Inkslinger
divisions I–III
Committed in ink. You read the prompt, pick the shape that says it, and go.
Sketcher
divisions I–III
You have found your line. The wins have stopped being flukes and started being a habit.
Doodler
divisions I–III
Where everybody starts. Stick figures fully allowed, and they win more often than you would think.
How the rating works
Wins pay more than losses cost
An even win earns +20 while an even loss drops only −10, so playing is always progress. Upset a stronger player and a win pays up to +40; even a heavy favorite banks at least +10.
Your first 10 duels are placements
Placement duels pay boosted points and cost half as much to lose, so a new player lands near their real level fast instead of grinding out of the starting pool.
Your rank follows your rating
Each league splits into three divisions, III at the bottom up to I at the top, and above Doodler one every 100 rating. Cross a floor and you climb a division; clear a league’s division I and you are promoted into the next league. Everyone starts at Doodler III and can’t fall out of it, and a break costs nothing: your rank is waiting where you left it.
Rank is skill, not spend
The only way up the ladder is winning duels. Nothing you can buy touches your rating, so the leaderboard stays an honest measure of who can draw under pressure.