The format you choose decides how many matches get played, how long the cup takes, and how fair the result feels. Here is how the four common community formats compare, and when to use each.
Knockout (single elimination)
Lose once and you are out. A 16-entrant knockout is 15 matches over four rounds; 32 entrants is 31 matches over five rounds.
- Best for: weekly cups, evening events, first-time organizers, any cup that must finish on time.
- Time: a 16-team Bo1 knockout takes about three hours. Add roughly 40 minutes per Bo3 round.
- Seeding: seed by peak rank so the strongest entrants are on opposite sides of the bracket. Byes go to the top seeds when the field is not a power of two.
- Weakness: half the field plays one match and goes home. Fine for a free weekly; harsh for a paid entry.
Double elimination
Two brackets: winners and losers. Lose in the winners bracket and you drop to the losers bracket; lose there and you are out. The losers bracket winner meets the winners bracket champion in a grand final, which the losers side must win twice.
- Best for: cups with a prize worth caring about, small fields (8 to 16), a full day or weekend.
- Time: roughly double a knockout. 16 entrants is about 30 matches.
- Why players like it: one bad map or one no-show does not end their night.
- Watch out for: the grand final reset. Make sure your bracket tool handles it, and tell players up front that the final can be two series.
Group stage into playoffs
Entrants are split into blocks of four or five and play round-robin inside the block. The top one or two from each block advance to a knockout playoff.
- Best for: leagues, college fests, LAN events, anywhere players travelled and deserve several matches.
- Time: groups of four are six matches per group. Spread over multiple nights or a full weekend.
- Tiebreaks: decide before the cup. Head-to-head result, then round difference, then rounds won.
- Watch out for: dead rubbers. When a team is already eliminated their last group match matters less; keep those matches Bo1 and schedule them early.
Deathmatch lobbies (free-for-all)
No teams and no bracket. Players are split into heats of up to 12 (a custom deathmatch lobby), each heat is played, and placement points are awarded (12 for first, 11 for second, and so on). The top scorers from all heats meet in a final heat. One winner.
- Best for: aim-focused communities, quick community nights, cups where you cannot get full teams.
- Time: each heat is one deathmatch game. 36 players is three heats plus a final, about an hour.
- Scoring: placement points, with kills as the tiebreak.
- Watch out for: the lobby cap. Twelve players per heat means a 40-player cup needs four heats.
Series length: Bo1, Bo3, Bo5
- Bo1 keeps the schedule tight. Use it for early rounds.
- Bo3 is the standard for finals and for anything with a prize. The map veto becomes meaningful.
- Bo5 only for showpiece grand finals with plenty of time.
Which one should you run?
- First cup, or a weekly: knockout, Bo1 with a Bo3 final.
- Prize cup with 8 to 16 teams and a whole day: double elimination.
- League, fest or LAN: groups into playoffs.
- Aim night or no full teams: deathmatch lobbies.
ValoTour generates all four formats from the checked-in entrants, seeds by rank, handles byes and the grand final reset, and lets you set Bo1 for early rounds and Bo3 for the final.
Run it on ValoTour
Registration, check-in, brackets, match rooms, disputes and Discord posts. Free during early access.