How Valve’s VRS Works in CS2 — A Fan Guide and the Biggest Pain Points

How Valve’s VRS Works in CS2 — A Fan Guide and the Biggest Pain Points
Valve introduced the Valve Regional Standings (VRS) two years ago to lighten teams’ schedules and provide a transparent, tamper-resistant ranking that tournament organizers can trust. Unlike HLTV’s proprietary rankings, VRS aims to be formulaic and auditable—at least in theory. In practice, teams say the system has made planning harder: every match can put large chunks of points at risk, and clever roster moves and scheduling can exploit loopholes.
What actually goes into VRS?
Valve’s public documentation outlines the core inputs VRS considers when it maps teams onto a 400–2000 rating scale: prize money earned, prize money earned by the teams you beat (and how many you beat), head-to-head results, and a weighting for event importance. Recent results count more than older ones and LAN victories are worth extra. Ten best results over the last six months are used for each team, with event “weight” scaling the impact.
Cybersport.ru walked through a concrete example (The Mongolz as of October 6), showing the intermediate “buckets” that feed the final rating:
Bounty staked per match (“offered reward”)
Bounty earned by defeating others (“earned reward”)
Opponent-network strength
LAN wins factor
Averaging those yielded ~0.81 for The Mongolz; after applying Valve’s mapping, their rating came out at ~1987.4, before a head-to-head adjustment of –30.3.
Subtleties and quirks fans miss
400-point gaps are huge: When teams are ~400 VRS points apart (e.g., Vitality vs. TYLOO in mid-October), the model’s win probability for the favorite exceeds 90%, which in turn heavily dictates how much each side gains or loses.
Time and “uncertainty”: If a team stays inactive, model uncertainty increases over ~100 “time units,” nudging teams to keep playing. Low-confidence matches (e.g., vs. unknown opponents) barely move ratings.
Prize-pool cap: Even mega-events don’t blow up the table—VRS caps the prize-money factor at US$1M (so a $2M event doesn’t double-count).
Top-10 plateauing: Performances from 1st to ~10th are bucketed with identical modifiers, preventing runaway inflation for a single monster result. “Bounty buckets” & diminishing returns: Repeating the same opponents eventually stops improving your ledger; mixing opponents and entering varied events is more efficient.
Where teams see holes
Roster workarounds and DQs: Because matches played with stand-ins can be excluded, teams have dodged risky fixtures. Cybersport cites HOTU’s October incident: they fielded only two regulars in an ESL Challenger Cup match (and then forfeited Map 2) while focusing on ESL Pro League—limiting potential rating damage.
Tier-2 squeeze: VRS works “fine” at the top, but mid-tier teams face overcrowded calendars and struggle to gain meaningful points even with winning records.
Closed ecosystem by another name?: With invites to most ranked events flowing from VRS itself, outsiders lose qualifier chances. That keeps big names circulating at big events—great for viewership, not necessarily for competitive churn.
What Valve changed in 2025
After 22 organizations signed an open letter in February calling out “significant flaws,” Valve tweaked VRS: forfeits now count like normal losses, and new lineups require five matches (not ten) to get placed. Esports Insider and HLTV covered the letter; multiple outlets summarized Valve’s rulebook update.
Valve (and partners like BLAST) maintain public, regularly updated VRS tables used for Major invitations and seeds.
The live table: recent movement
As of October 20, Cybersport’s digest (sourced from Valve’s table) had Vitality still #1; FURIA jumped to #2; Team Spirit slipped to #7; Legacy surged to #13—reflecting recent results like FURIA’s Thunderpick title and Legacy’s CS2 Asia Championships win.
Player & Team Voices (Verified)
Boombl4 (BetBoom, Sept 27):
“I’m very disappointed with the VRS system… lots of online events don’t give points; you might need four wins just to break even. Meanwhile, Liquid goes to a FISSURE event and gets 110 points for one match… It feels like you can’t drop out of the top-15.”
sjuush (Ninjas in Pyjamas, Aug 7):
“The whole VRS system is very, very bad… We started hot and that helped us get invites, but overall it’s been really hard.” (Interview with BLAST, reported in Russian by Cybersport.)
Kane (Inner Circle coach, Oct 6):
“As tier-2 teams, what exactly must we do to qualify for a Major? Can you explain?” (Telegram post summarized by Escorenews.)
EliGE (Team Liquid, Oct 20):
After beating Heroic 2–0 to place third at CS2 Asia Championships 2025: “We got VRS points and great experience.”
TO perspective (BLAST interview, Sept 15):
VRS has forced organizers to be “more robust when finalising teams,” especially in a post-partnership era where invites must track the model.
Community enforcement moment (Sept):
After a ranking-timing dispute, observers noted a tournament that ended after Valve’s update wouldn’t count until the next cycle—“entirely in line with what was stipulated.”
Why it matters for Majors
From 2025, VRS isn’t just a Major-seeding tool—it governs invites to ranked events and Major Regional Qualifiers (MRQs). For the BLAST.tv Austin Major, invites flowed from VRS (with MRQs deciding final slots), and the same structure leads into StarLadder Budapest Major 2025 (Nov 24–Dec 14).



