// what score gets you paid — season 26/27, every closed gameweek
For every closed gameweek we read the reward tiers of each competition leaderboard and the
exact score of the last manager who still got paid. Averaged over the season,
that is the number you need to plan a lineup: how many SO5 points for cash,
how many for essence. The range shows how much it moves from week to week.
The team columns answer the other half: we read the actual lineups of managers
who finished in the money, price all five cards at today's FMV and take the median. That is what
a winning squad costs to assemble right now, not what its owner once paid.
Cash thresholds are a Pro feature.
The exact score you need to finish in the money is unlocked for Pro supporters. Everything else
on this page stays free: essence thresholds, paid ranks, top scores and lineup counts.
Become a Pro supporter on Ko-fi,
then sign in with the same account.
Free while Pro is being builtPro is still a work in progress, so there is no reason to pay for it yet.
Grab a voucher code in our Discord and unlock it for 30 days, no strings attached.Get the code
Competition
GWs
Cash from ptsPRO
Cash team
cheapest 20 %
cheapest winner
paid ranks
Essence from pts
Essence team
ranks
Top score
Lineups
Cash trend
// loading…
// Top earners
Which players actually bring the rewards home? Every winning lineup's prize is split across its
cards by their share of the points: a player who scored 80 of the lineup's 400
points is credited with 20 %. Summed over the season, per competition and rarity. Pick a
competition below, or click one in the table above.
#
Player
Club
winning lineups
GWs
points
earned
// loading…
// How to read this
Cash from = average score of the lowest-ranked manager who received USD in that leaderboard; the small range is min–max across gameweeks. Score above it and, historically, you were in the money.
Essence from = same for the lowest tier that paid essence (card shards). Card prizes exist too but are not shown here.
Cash team / Essence team = median cost of the lineups that actually won
in that band, priced at today's FMV across all five cards. Only fully priced lineups count,
so a squad with an unpriced card never drags the number down.
Cheapest 20 % / cheapest winner = how cheap it got. One in five cash
winning lineups cost the first number or less; the second is the single cheapest lineup
that took money all season. Read them together: the cheapest winner shows what is
possible on a good weekend, the 20 % mark shows what is repeatable. Both exist only
for cash, where we price every single paying rank. Essence ranks run into the thousands
and are sampled, so a minimum there would describe our sample, not the field.
Top earners = every winning lineup's prize split across its cards by their share
of the points, summed over the season. Cash counts every rank that was paid in USD, essence
every rank that received essence, which in the big competitions means tens of thousands of
lineups per gameweek. Unique competitions pay their essence as Super Rare essence, because
there is no Unique essence.
Squad size differs: All Star and Under 23 are played with seven cards,
every other competition with five. Their team cost is naturally higher, so compare within
a competition rather than across.
Paid ranks = how deep the cash tiers reach (e.g. top 125). Leaderboards with more lineups pay more ranks but need higher scores.
Gameweeks in international breaks have fewer competitions — that is why some rows have fewer GWs than others.
Source: Sorare's official reward configurations and rankings for closed gameweeks (season 26/27 only).
Thresholds move with lineup counts and scoring variance — treat them as a planning guide, not a guarantee.