Squads and Matchmaking#
The same game feels like two different games in trios and in solo queue. Apex Legends has big maps, many decisions and a heavy penalty for losing a squadmate, so without communication individual skill rarely converts into win rate. This page explains how matchmaking actually works, and how to play trios and solo queue.
What Matchmaking Uses#
| Factor |
Effect |
| Queue mode |
Public matches, Ranked and mixtape modes each have their own pool |
| Tier and RP |
The main basis in Ranked, alongside a hidden skill rating |
| Squad composition |
Trios are usually matched against trios, to avoid stomping solo players |
| Account state |
New and returning accounts often land in lobbies that don’t match their tier |
Hidden MMR is the key to “why opponents in the same tier differ so much.” It means you cannot use tier to predict opponent skill — only what happens in the match itself.
Trios vs. Solo Queue#
| Dimension |
Trios |
Solo queue |
| Communication |
Ring shape and enemy positions synced instantly |
Relies on pings, information arrives late |
| Formation |
Can hold spacing and crossfire |
Three players often fight separately |
| Handling losses |
Clear who grabs banners and who covers |
Usually just given up on |
| Training value |
Good for practicing coordination and comps |
Good for practicing duels and decision-making |
| Climbing efficiency |
Clearly higher |
High variance, built on match volume |
Three Basic Agreements for a Premade Squad#
| Agreement |
How to do it |
| Unified drop |
Fix two or three drops per map so nothing has to be renegotiated each match |
| Clear roles |
Who engages first, who follows up, who carries banners — settled before the drop |
| Unified retreat |
Set a “fall back” signal; when it is called, everyone leaves and nobody is blamed |
The third one is the easiest to overlook and the most damaging to win rate. Most squad wipes come from “two want to leave and one still wants to fight.”
Pings and Voice#
Pings are the default communication layer of this game and voice is the supplement. Anything a ping can convey should not take up voice.
| Situation |
Preferred method |
| Enemy callouts and loot locations |
Ping |
| Ring direction and rotation routes |
Ping plus short voice |
| When to engage |
Voice, because it needs to be instant |
| A third party nearby |
Voice plus a directional ping |
| Asking for cover or a revive |
Ping, together with Legend shared actions |
Legend Shared Actions#
Some Legends have abilities that act on other players’ operations — for example taking items out of a box, or using a teammate’s respawn point remotely. These actions don’t require being close to the target and can save critical seconds in a chaotic fight. Before relying on them, confirm in the Firing Range which action your Legend has.
Disconnects and Mid-Match Exits#
| Situation |
Consequence |
| Leaving a match on purpose |
Counts as abandoning; repeated abandons add extra penalties |
| A squadmate disconnects |
The squad fights as two; in most cases you should shift to defending |
| Short-handed from the start |
Change the plan outright and skip early fights |
| Network instability |
Check your local network and the server status first |
In Ranked, leaving also forfeits the rewards earned in that match on top of the abandon record. When points are tight, quitting costs more than losing.
Cross-Play Settings#
| Setting |
Effect |
| Cross-play |
Console and PC match within the same pool |
| Cross-progression |
Account level, cosmetics and progress carry across platforms |
| Ranked progress |
Calculated per platform; PC and console accounts climb their own ladders |
| Input device |
Console players can use controller or mouse and keyboard; mouse and keyboard is usually routed to the matching pool |
Cosmetics and levels carry over while Ranked tiers do not, a point that is often misreported. When you switch platforms, your tier has to be climbed again.
Anti-Cheat and Reporting#
| Item |
Details |
| Report entry point |
Report from the scoreboard after a match, or in-match through the interface |
| Reportable categories |
Cheating, malicious idling, abusive speech and so on |
| Handling |
Judged by the official system; each step is not made public |
| Self-protection |
Close unnecessary social entry points to avoid harassment |
Three Things That Raise Your Solo Queue Win Rate#
| Practice |
Effect |
| Use pings instead of silence |
Teammates move with pings, so basic coordination forms without speaking |
| Stay inside your teammates’ view |
The biggest loss in solo queue is not seeing each other |
| Fill the gap |
Pick what the squad lacks; it beats playing what you feel like |
Two Rules for Voice Comms#
One: report facts only and don’t judge teammates’ plays. Two: keep it short — direction plus count plus state, for example “two west, one cracked.” Save long explanations and post-mortems for after the match.
Matchmaking Times and Servers#
| Situation |
Effect |
| Late night and early morning |
The player base drops, matchmaking slows and lobby strength swings harder |
| Season update day |
Servers congest, so disconnects and queue times both rise |
| First week of a new season |
Lobby strength runs higher overall; returning players will clearly struggle |
| Around a split change |
Many players push at once, so the skill spread within a tier widens |
Playing with Different Types of Teammates#
| Teammate type |
Suggested approach |
| Completely silent |
Lead with pings and take on the information duty yourself |
| Pushes too far ahead |
Follow up but keep an escape route; don’t feed alongside them |
| Too passive |
Ping the engagement window yourself and use abilities to create one |
| Clearly stronger |
Match their tempo and study their positioning |