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The SR explained

The Synergy Rating answers one question: did you help your team win, given what you were up against? This page sets out how it's calculated, what it really measures, what it doesn't — and how to use it to improve.

01 The idea in a minute

Most World of Tanks ratings reward damage. That works in random battles, where everyone plays for themselves. In clan battles it doesn't: the player who pushes first, absorbs the first contact and dies early does little damage — and may have just won you the game.

The SR tries to measure what you were actually worth, taking three things into account:

  1. What you brought relative to your six teammates in that battle
  2. Whether the result was expected or not against that opposition
  3. The level your clan plays at

1500 is the centre mark. Above it you're bringing more than the baseline; below it, less. The typical spread between a clan's strongest and weakest player is a few hundred points.

02 The three parts

The SR is the sum of three terms, each of which can be positive or negative:

40 %

Contribution

What you do within your team, compared with your teammates in the same battle.

35 %

Level

How high your clan plays, measured on the opponents it actually faced.

25 %

Surprise

The result compared with what was expected before the battle.

Why surprise counts for the least

Because it's identical for all seven players in a battle: you win or lose together. So it says very little about you specifically. Giving it a heavy weight made the SR far less stable without making it any fairer — that was measured, not assumed.

03 Contribution — your share of the work

This is the biggest term, and the only one that sets you apart from your teammates.

The principle: in each battle we look at how much of the team's work you did. Seven players, so “your share” is one seventh. Doing more than that moves you up, less moves you down.

The five measures

MeasureWhat it counts
DamageYour damage plus your assisted damage
Fire takenWhat you blocked plus what you took. This is the measure of the player who goes in first
ArmourThe share of incoming fire that bounced. Rewards good positioning, not luck
SpottingTanks spotted and damage assisted by spotting
ObjectiveCapture and decapture

Why shares, and not raw numbers

A long, violent battle inflates everyone's numbers; one finished in three minutes flattens them. Comparing raw numbers would rate you on the kind of battle you happened to get rather than on how you played.

Working in shares removes that bias: whether the team does 5,000 or 20,000 damage, your share is still your share.

Every role is judged on its own terms

The five measures don't carry the same weight for every tank class. A heavy is expected to soak fire, a scout to spot, a tank destroyer to deal damage.

ClassWhat counts most
HeavyDamage and fire taken in equal measure, then armour
MediumDamage above all, then spotting and fire taken
LightSpotting, overwhelmingly
Tank destroyerDamage, overwhelmingly
ArtilleryDamage, then spotting
An important correction

At equal skill, a scout was mechanically scoring better than a medium — the measured gap ran to several hundred points, purely because of the class picked. So each role is now recentred on its own median: you're compared with other players of your class, not with the whole clan.

04 Surprise — beating someone above you

Before each battle, a model estimates your chances of winning from the level of the fourteen players involved — seven a side, from their Wargaming statistics.

Surprise is the gap between what was expected and what happened:

SituationEffect on the SR
A win when you were written offLarge gain
An expected win against weaker oppositionSmall gain
A loss against far stronger oppositionSmall loss
A loss against weaker oppositionLarge loss

In other words: beating a big clan is worth several times more than beating a small one, and losing to someone far stronger costs almost nothing. Farming weak clans does not raise your SR.

Is the model reliable?

It was checked on battles it had never seen during training. Given a win and a loss drawn at random, it ranks them correctly about two times in three. That's a real signal — chance alone would give one in two — but it stays modest: a 7v7 battle remains largely unpredictable, and that's just as well.

05 Level — your clan's context

The same game isn't worth the same everywhere. At the top, opponents don't miss, they cover each other, they punish the smallest mistake. Lower down, putting up big numbers is structurally easier.

So the SR factors in the level your clan plays at, measured on the opponents actually met and on the official Stronghold rating of the clans faced.

What that means in practice

A decent player who regularly faces the very top will end up above a brilliant player who only faces weak clans. That's intentional: the two aren't playing the same game.

Inside a clan, this term separates nobody

Everyone in a clan shares the same context, so the same base. Between teammates, only contribution and surprise make any difference.

Level only serves to compare players from different clans — and it moves on its own if the standard of your opposition changes.

06 Reading your score and knowing what to work on

On your profile, under the SR, three bars show where your points come from:

Where the points come from provisional — 11 battles margin ±132
Contribution
+222
Surprise
−45
Level
+730

This breakdown is what makes the rating useful. “I'm on 1870” isn't something you can work on; “my spotting is weak for a medium” is.

What you seeWhat it means
Negative contributionYou're doing less than your share. Look at which of the five measures is lagging for your role
Persistently negative surpriseYou're losing battles you were expected to win. That's a team matter, not an individual one
High levelYour clan faces serious opposition. Nothing to fix — that's context

07 Why a minimum of 10 battles

Below ten battles, no SR is shown at all. This isn't excessive caution: the margin of error there is wider than the differences we're trying to measure.

BattlesMarginWhat it's worth
5around ±200The number means nothing
10±160First shown, marked provisional
20±113Usable
50±71Solid

The margin stays displayed next to the score. Two players separated by less than their margin cannot be told apart — that's as true as the score itself.

Worth remembering

One exceptional battle won't lift an SR for long, and one bad evening won't wreck it. It's an average: it moves slowly, and that's what makes it credible.

08 Scales, seasons and clans

The SR belongs to the clan

It only counts battles played with that clan. Change clan and you start from scratch — and if you return to a clan you've played in before, you get your old SR back.

Seasons

The coefficients are frozen at the start of a season and don't move again. This matters: in the old system the baseline was recomputed constantly, and a player could lose SR without playing, simply because others had. That no longer happens.

A single battle's SR

On the battle cards you see an SR for that game. Read it as a match rating, not as a measure of your level: a single battle is far too variable for that.

09 What the SR doesn't do

  • It isn't a ranking of merit. Two close players can't be told apart, and there's no designated “best player” — the measure isn't fine enough for that, and claiming otherwise would be dishonest.
  • It doesn't reward survival. Staying alive without producing anything earns nothing. Conversely, dying early after drawing fire and letting the team move up earns a great deal.
  • It doesn't compare formats. 7v7 and 15v15 are handled separately: the expectations aren't the same.
  • It only covers Tier X. Tier VIII and Tier VI Strongholds don't count yet, neither in your SR nor in your stats. A Tier VI and a Tier X don't share damage figures, hit points or rating scale: mixing them would produce a number that described neither. The other tiers will open as soon as they have enough battles to be tuned on their own.
  • It only sees clan battles. Random battles are never taken into account.
  • It isn't set in stone. The weights of the three parts are a balancing choice, not a proven truth. They'll change once there's enough data to measure them.

10 Common questions

I did 5,000 damage and my SR went down. Why?

Three possible causes: your teammates did as much or more, so your share didn't move; you lost a battle you were expected to win; or damage isn't what's mainly expected of your class. Look at your three bars — they'll tell you.

Why does my teammate score higher than me with less damage?

Because damage is only one of the five measures. If he took the first contact, spotted, or held an objective, he did a share of the work that damage doesn't show.

The whole clan's SR is very high. Is that normal?

Yes, if you face strong opposition. The base is shared across the clan. What separates you from each other is the spread around that base.

I've just joined and I have no SR.

It appears at your tenth battle with the clan, marked provisional, then settles around the twentieth.

I've played more battles than it shows.

Only Tier X Strongholds are counted for now. If you've played Tier VIII or VI, those battles appear neither in your SR nor in your stats. The exact number set aside is shown at the top of the “My progress” page — nothing is lost, they'll be attached once those tiers are tuned in turn.

Can the mod drag me down if I deliberately play badly?

Yes, like any measure. But the SR rewards behaviour that wins games — going in, spotting, holding a point — rather than numbers that are easy to inflate. Camping at the back preserving your hit points earns nothing.