Pay-to-win games, measured instead of argued about
A game is pay-to-win when money buys competitive power rather than cosmetics or convenience. Every game listed here has been checked against that specific test — not against how much it asks for money, which is a separate thing — and each one is ordered by how hard it pushes, with the reasoning and source behind every score.
7 games listed · data last checked · how the score works
#1
Diablo Immortal
Pressure
098
To ending
— — —
No scripted ending — live service
#2
Raid: Shadow Legends
Pressure
092
To ending
— — —
No scripted ending — live service
#3
EA Sports FC Ultimate Team
Pressure
088
To ending
— — —
No scripted ending — live service
#4
Marvel Strike Force
Pressure
088
To ending
— — —
No scripted ending — live service
#5
Honkai: Star Rail
Pressure
080
To ending
— — —
No scripted ending — live service
#6
Genshin Impact
Pressure
078
To ending
— — —
No scripted ending — live service
#7
Clash Royale
Pressure
072
To ending
— — —
No scripted ending — live service
Why this list disagrees with the ones you have already read
Search this question and the first results are a Reddit thread, an MMORPG forum, a Quora answer and a Steam discussion. Those are worth reading — people who actually spent the money are in them — but they answer a different question than the one you asked. They tell you which games annoyed a particular player in a particular year, not which games are built to convert power into purchases.
The problem with consensus is that it drifts. A game that changed its monetization two years ago is still remembered for the old version, and a game that quietly got worse keeps its old reputation. Both directions of error are common enough that a list built from community memory is unreliable in a way that is hard to see from inside it.
So this list is built from a published method instead. Each score counts specific, checkable things: whether power sits behind a randomized purchase, whether progress is gated by a timer you can pay to skip, and how often normal play produces a purchase decision. The method is written down, the inputs are sourced, and every entry carries the date we last checked it.
Pay-to-win and expensive are two different things
This is the distinction that makes most lists of this kind wrong, and it took us a schema change to model properly rather than fudge.
How hard a game pushes you toward a purchase, and what that purchase actually buys, are independent. Candy Crush Saga asks for money several times a session through its life timer — genuinely more often than some games on this page — but a booster only affects the level in front of you and the lives refill on their own. Nobody beats you because they paid. Warframe sells inventory space and crafting-time skips, while every weapon and character in the game can be earned by playing. Neither is pay-to-win, however much either one asks.
Conversely a game can ask rarely and still be pay-to-win, because one purchase buys power that playing cannot reasonably match.
So this page filters on the second question only: does money buy advantage. The order within it comes from the first — how hard the game pushes. A game has to fail the power test to appear here at all, which is why you will not find timer-driven games on this list no matter how much they nag.
What a high score does and does not mean
A high score is not a verdict on whether a game is good. Some of the most carefully made games in the industry sit near the top of this list, and some genuinely mediocre ones sit at zero because nobody ever built a store into them. The index measures financial design, not craft.
It also is not a prediction of what you personally will spend. A player who never buys anything spends nothing in every game here. What the score describes is how hard the game works to make that choice feel expensive — how often it puts a purchase in front of you, and how much of the game sits on the other side of it.
The number we refuse to give you
The obvious follow-up question is what it costs to reach the top of one of these games, and for the highest-pressure entries the honest answer is that nobody knows — including the publishers, who do not publish it.
Diablo Immortal is the clearest case. Community calculations built on the game's own published drop rates put a fully optimized build somewhere between about $100,000 and over $500,000, depending on which upgrade layer you count and how the randomization falls. That is not a precise figure with error bars, it is a five-fold disagreement, and averaging it into one number would invent a precision that does not exist. Where a figure is genuinely published — a season pass price, a fixed bundle — we print it. Where it is not, we say so.
Questions people ask about this
- What games are pay to win?
- Games where money buys competitive power rather than cosmetics or convenience. Every game on this page has been checked against that test specifically, and each carries the reasoning and source behind its score. Worth separating from a related question: a game can ask for money constantly without being pay-to-win — a life timer or a cosmetics shop takes money without ever making a paying player stronger than you.
- What is the most paid to win game?
- By our index the highest-scoring game is the one where randomized upgrade systems are stacked on top of each other so that late-game power sits behind two separate layers of chance. Diablo Immortal scores 98 out of 100 on that basis: published community calculations using the game's own drop rates put a fully optimized build between roughly $100,000 and $540,000, a spread wide enough that no single cost figure can honestly be published.
- What are pay-to-win games?
- A pay-to-win game sells competitive advantage — stronger characters, better gear, faster progress — rather than only appearance or convenience. The distinction matters because a game can take a lot of money without being pay-to-win: Fortnite sells only cosmetics, so a player who has spent nothing is exactly as strong in a match as one who has spent thousands.