Halo Infinite Ranking System Explained

Jason Saint
2 min readNov 21, 2021

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With the first week of the Halo Infinite beta under our belts, it’s time to dive into more a more competitive environment.

Game Modes and Maps

Halo Infinite has launched with a few different playlists, among them the coveted Ranked Arena, which gives players the most competitive 4v4 environment to determine who’s skills reign supreme. The Ranked Arena consists of the following gamemodes — Capture The Flag (CTF), Slayer, Stronghold, and Oddball. Each of which is available on a variety of maps:

  • Slayer — Aquarius, Bazaar, Live Fire, Recharge, Streets
  • Capture The Flag — Aquarius, Bazaar, Behemoth
  • Oddball — Live Fire, Recharge, Streets
  • Strongholds — Charge, Live Fire, Streets

All of these maps and gamemodes are available for play in the standard quick play playlist — so learning the general layout, weapon spawns, and callouts easily translate over to the competitive playlist.

Ranked Ruleset

  • All players start with Battle Rifle
  • Radar/Motion Sensor is disabled
  • Friendly Fire is enabled
  • Grenade Hitmarkers are disabled
  • Power Weapon spawns are static (same weapon spawns every time)

The ruleset for Ranked games is completely different to the traditional quick play games. These changes put a greater emphasis on map control as teammates have to rely on callouts for information, hold angles with the Battle Rifle, and control weapon spawns to ensure the competitive advantage. Considering Halo Infinite is still in beta these rules are subject to change, but traditionally, the ruleset surrounding competitive gamemodes is always different from the more casual playlist(s), so don’t expect them to cater to a more casual playstyle.

Tier System

Halo Infinite Multiplayer Rank Badge Rewards
  • Bronze: I-VI
  • Silver: I-VI
  • Gold: I-VI
  • Platinum: I-VI
  • Diamond: I-VI
  • Onyx

To be placed into a tier, you’ll need to complete ten placement matches in your preferred playlist. Players can choose between a solo/duo queue of controller or keyboard lobbies, or play in an open lobby where anyone playing on console or PC has the potential to be a teammate or a foe. Note that here, Gold I is lower than Gold III. The methodology to move up on the ranking system is a bit perplexing, as winning games or losing games don’t seem to directly correlate with changes in rank.

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Jason Saint
Jason Saint

Written by Jason Saint

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Video Game Journalist & Multi-media Content Creator.

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