Every paid head-to-head shows two numbers: what it costs to enter and what you're paid if you win. The gap between them is the platform's cut, often called the rake, and it sets the win rate you need just to stay even. Atay Games' cash matches run on Skillz, operated by Firy Inc (NYSE: FIRY, formerly SKLZ), so the numbers below use Skillz's published rules.
One ground rule before the math. Every prize in this post is illustrative. We don't print what any game pays, because prizes vary by game and by match, and they change. You bring the prize your own app shows, and the formula and calculator do the rest.
Divide the entry fee by the total credited to you when you win, your entry back included. A $5 match paying $8 needs a 62.5% win rate, and so does a $1 match paying $1.60 or a $10 match paying $16. In our model, a 60% player at that ratio loses about $20 per 100 $5 matches; a 65% player gains about $20.
Atay Games break-even model, exact arithmetic, September 2026. Prizes are illustrative.
- The stake doesn't change the break-even. $1, $5 and $10 matches with the same prize-to-entry ratio need the same win rate. The stake multiplies the dollars and the swings.
- Short records lie. At a 1.6x prize, a player who truly wins 65% is ahead after 20 matches only 60.1% of the time, and after 500 matches 87.9% of the time.
- A winning record can still go broke. Starting with 10 entries, that 65% player has a 24.7% chance of falling below one entry fee within 500 matches. Starting with 20 entries, it's 4.8%.
- Bonus Cash lowers the real-money break-even while it lasts. Under Skillz's documented 90/10 entry split, 62.5% becomes 60.0% at a 1.6x prize.
- Small withdrawals and aborts both cost you. Skillz's $1.50 fee takes 30% of a $5 cash-out and nothing from $10 or more. A 5% abort rate turns a 65% player into a 61.8% player, below a 62.5% break-even.
All figures: Atay Games break-even model (exact binomial and lattice arithmetic), September 2026. A model, not player data.
Disclosure: Atay Games makes games that run on Skillz. Like every Skillz developer, we receive a share of the revenue left after prizes and player incentives. New to the platform? Start with who Skillz and Firy are.
What win rate do you need to break even in a head-to-head?
To break even in a head-to-head, divide the entry fee by the total credited to you when you win. A $5 entry that pays $8 needs a 62.5% win rate, because 8 × 0.625 = 5. Skillz breaks ties with tie-breaker matches "until a winner has been determined," so every paid match ends as a win or a loss.
Break-even win rate = entry fee ÷ total credited to you on a win
If you win exactly that share of your matches, the prizes you collect equal the entries you pay. Your balance goes nowhere on average. Win more often and you drift ahead; win less and the entry fees slowly outrun the prizes.
Why does one division settle it? Take 100 matches at a $5 entry. You pay $500 in entries no matter what happens. At an $8 prize, you need 62.5 wins to collect that $500 back. That's a 62.5% win rate, and it's the whole idea.
Which number on your match card is "the prize"?
Use the total that lands in your balance when you win: your entry coming back plus the winnings on top. That's how Skillz describes a win. As of September 2026, its Bonus Cash help article says "your entry fee is refunded the same way you paid in." It adds that "the winnings on top of your entry fee are 100% real cash." User Terms section 8.4 says the same thing in legal language.
Apps can label a prize either way, so check which one you're looking at:
- The prize shown includes your entry back. Divide the entry by that number. A $5 entry with an $8 prize: 5 ÷ 8 = 62.5%.
- The number shown is only what you win on top. Add your entry first. A $5 entry with $3 shown on top: 5 ÷ (5 + 3) = 62.5%.
Not sure which one your app shows? Check your balance history after a win. Skillz says you'll find it by "going to the main menu, then tapping on Account and then Account Balance." Add up what was credited for that win, entry included, and use that total. One sanity check: if your total is more than twice the entry, look again, because that would pay out more than both players put in.
Break-even win rate by prize ratio (illustrative prizes)
| Prize ratio | $1 entry pays | $5 entry pays | $10 entry pays | Share of the two entries kept | Break-even win rate |
|---|---|---|---|---|---|
| 1.50x | $1.50 | $7.50 | $15.00 | 25.0% | 66.7% |
| 1.60x | $1.60 | $8.00 | $16.00 | 20.0% | 62.5% |
| 1.70x | $1.70 | $8.50 | $17.00 | 15.0% | 58.8% |
| 1.80x | $1.80 | $9.00 | $18.00 | 10.0% | 55.6% |
| 1.90x | $1.90 | $9.50 | $19.00 | 5.0% | 52.6% |
Atay Games break-even model, exact arithmetic, September 2026.
Break-even calculator
Type in the entry and prize from your own match card. Nothing you enter leaves your browser.
- Break-even win rate
- 62.5%
- Real-money break-even while Bonus Cash lasts
- 60.0%
- Kept per match from the two entries
- $2.00 (20.0%)
- Expected result per match
- −$0.20
- Expected result over 100 matches
- −$20.00
- Chance of being ahead after 100 matches
- 30.7%
Below break-even: expected to lose about $20.00 per 100 matches in this model.
A model, not a prediction: constant win rate, independent matches, fees left out. Expected results and the chance of being ahead leave Bonus Cash out.
Why does a 50% record lose money?
At any prize below twice the entry, an even record can't pay for itself. At a 1.6x prize, it loses an expected $20 per 100 $1 matches in our model.
That matters, because Skillz's matching article says it matches players "based on ability level and game history," inside what it calls a "skill band." Evenly matched opponents push results toward 50%. So a lasting edge has to come from getting better faster than your band does. Our explainer on how skill-band matchmaking works goes deeper.
The line you have to beat: break-even win rate vs prize ratio
Two more Skillz rules keep the math clean. A tie in a Head to Head match goes to tie-breakers that "continue until a winner has been determined," so there's no tie column to model. And if Skillz pairs you with a similar-skilled player at a different entry fee, its matching article says "You would still get paid according to your expected prize pool." The prize you signed up for is the one that counts.
Does playing for $1, $5 or $10 change the win rate you need?
No. Only the prize-to-entry ratio sets the break-even, so $1, $5 and $10 matches at the same ratio need the same win rate. The stake scales the dollars: at a 1.6x prize and 65% wins, 100 matches come out an expected $4, $20 or $40 ahead in our model. Normal luck swings them by about $8, $38 or $76.
A $1 match paying $1.60 and a $10 match paying $16 both need 62.5%. Divide either one and you get the same answer. The size of the entry never enters the formula, only the ratio does.
That doesn't mean every tier pays the same ratio. A lower tier can carry a different ratio from a higher one, and prizes can differ from game to game, so run the calculator for each tier you actually play. Stakes also start below $1: Skillz's help center says real-money tournaments "cost as little as $0.60 to enter."
Expected result per 100 matches at a 1.6x prize (illustrative)
| True win rate | $1 entries | $5 entries | $10 entries |
|---|---|---|---|
| 50% | −$20 | −$100 | −$200 |
| 55% | −$12 | −$60 | −$120 |
| 60% | −$4 | −$20 | −$40 |
| 65% | +$4 | +$20 | +$40 |
| 70% | +$12 | +$60 | +$120 |
Atay Games break-even model, exact arithmetic, September 2026.
Now the part most players skip: luck. Over 100 matches at that 1.6x prize, a 65% player expects +$4 at $1 entries. One standard deviation of ordinary luck is $7.63. At $5 it's +$20 against $38.16, and at $10 it's +$40 against $76.32. Normal luck is about twice the edge.
So what does moving up a stake do? It doesn't change your odds of finishing ahead. It multiplies your expected result and your swings by the same factor. A better prize ratio is what shrinks luck relative to skill: at 1.7x, the same 65% player expects +$10.50 per 100 $1 matches against an $8.11 swing.
Expected result over 100 matches at $5 entries, by win rate
How much does Skillz take from a head-to-head match (the rake)?
You can work it out from any match: the cut is two entry fees minus the total paid to the winner. A $5 match paying $8 keeps $2, or 20% of the $10 pool. Skillz's Developer Terms say "the overwhelming majority" of entry fees goes back to players, and Skillz splits the net revenue after that with the game's developer.
It isn't one fixed percentage. The cut on a match is simple arithmetic: two entries in, one prize out. In dollars, it's 2 × entry − prize. As a share of the pool, divide that by the two entries. Online, people quote the "rake" as anything from 5% to 30%. Those numbers imply very different break-evens, as the table shows.
Rake translator: what a quoted cut means for your win rate
| Share of the pool kept | Prize ratio | $5 entry pays | Break-even win rate |
|---|---|---|---|
| 5.0% | 1.90x | $9.50 | 52.6% |
| 10.0% | 1.80x | $9.00 | 55.6% |
| 15.0% | 1.70x | $8.50 | 58.8% |
| 16.7% | 1.67x | $8.33 | 60.0% |
| 20.0% | 1.60x | $8.00 | 62.5% |
| 25.0% | 1.50x | $7.50 | 66.7% |
| 30.0% | 1.40x | $7.00 | 71.4% |
Atay Games break-even model, exact arithmetic, September 2026.
That's why a rule of thumb like "you need 55%" can mislead. 55.6% is the break-even only when 10% of the pool is kept. At 20% it's 62.5%, and at 30% it's 71.4%. Can "the rake is 20 to 30%" and "you need 55%" both be true? No. Your own match is the only reliable input.
What do Skillz's own documents say about the cut?
Skillz's Developer Terms, updated as of December 16, 2025, put it this way: "Of all the Entry Fees paid into your games, the overwhelming majority goes back to the players as immediate winnings from a tournament, alternate winnings from special event, incentives that give them additional bonus cash, etc." The net revenue after that is split with the developer, after taxes and some operating costs.
In its full-year 2025 results, released March 31, 2026, Skillz reported $541.9 million of gross marketplace volume (GMV) and $104.5 million of revenue. GMV is "the total entry fees paid by users," and it includes entries paid with "end-user incentives," meaning bonus funds. Those are platform-wide totals across every format, so they can't tell you the cut on your match. Your match's own numbers can.
Part of what's kept goes to the game's developer. That includes us: Atay Games is a Skillz developer and shares in that net revenue. The prizes themselves come from players' entry fees, not from a house bankroll (here's where prize money comes from). A fee on a player-vs-player pool also works differently from a casino's house edge, which our guide to skill games vs online gambling explains.
How many matches does it take to know you're winning?
More than most players think. In our exact binomial model, a player who truly wins 65% of $5 matches paying $8 is ahead after 20 matches only 60.1% of the time, and after 100 matches 70.2% of the time. At a 60% win rate, a 100-match record is only accurate to about plus or minus 9.6 points.
Short runs are noisy. Your record after a weekend says a lot less about your skill than it feels like it does. The table shows the exact chance of being ahead after a set number of matches, for players whose true win rate is fixed.
Chance of being ahead after N matches (1.6x prize, break-even 62.5%)
| True win rate | 20 matches | 50 | 100 | 500 |
|---|---|---|---|---|
| 50% | 13.2% | 3.2% | 0.6% | <0.1% |
| 55% | 25.2% | 12.7% | 6.5% | <0.1% |
| 60% | 41.6% | 33.6% | 30.7% | 12.7% |
| 65% | 60.1% | 62.2% | 70.2% | 87.9% |
| 70% | 77.2% | 85.9% | 94.7% | >99.9% |
Atay Games break-even model, exact binomial, September 2026.
Look at the 55% row. That player loses money on average at this prize, yet they're ahead after 20 matches one time in four (25.2%). That's how a losing player can feel like a winner for a while. The 65% player has the opposite problem: a real edge, and a 39.9% chance of being behind after 20 matches anyway.
Luck fades slowly: chance of being ahead as matches pile up
How long until the numbers settle? The next table counts the matches you'd need before the 95% margin of error on your record is smaller than your edge over break-even.
Matches until your edge is clearly real
| True win rate | 1.60x prize (62.5%) | 1.70x (58.8%) | 1.80x (55.6%) |
|---|---|---|---|
| 60% | never (no edge) | 6,662 | 467 |
| 65% | 1,399 | 230 | 98 |
| 70% | 144 | 65 | 39 |
| 75% | 47 | 28 | 20 |
Atay Games break-even model, September 2026.
A 65% player against a 62.5% break-even needs about 1,400 matches before the edge is clear. A 70% player needs about 144. The margin of error on an observed 60% record is ±21.5 points after 20 matches, ±13.6 after 50, ±9.6 after 100 and ±4.3 after 500. After 100 matches, that 60% could really be anywhere from 50.4% to 69.6%.
A practical rule: judge your win rate over at least 100 finished matches at one stake in one game, count aborts as losses, and check again at 500. Skillz keeps a match history in the app, and our guide to aborted matches shows where to find it and each Match ID.
How much money should you start with?
Enough to survive normal losing streaks. In our model, a 65% player in matches paying 1.6 times the entry who starts with 10 entries has a 24.7% chance of dropping below one entry fee within 500 matches. Starting with 20 entries cuts that to 4.8%; at a 60% win rate, 20 entries still run out 66.4% of the time.
Think of your balance in entries, not dollars. Ten entries is $10 at $1, $50 at $5 and $100 at $10, and the odds below are identical at every stake. "Busting" here means your balance falls below one entry fee, so you can't enter the next match at that level.
Chance your balance falls below one entry fee (1.6x prize)
| Starting balance | 60% wins, 100 matches | 60%, 500 | 65%, 100 | 65%, 500 | 70%, 500 |
|---|---|---|---|---|---|
| 10 entries | 38.8% | 88.4% | 10.9% | 24.7% | 1.9% |
| 20 entries | 4.3% | 66.4% | 0.3% | 4.8% | <0.1% |
| 40 entries | <0.1% | 19.4% | <0.1% | 0.1% | <0.1% |
Atay Games break-even model, exact lattice recursion, September 2026.
A bankroll protects a real edge from bad luck. It can't rescue a win rate below break-even. At 60% and a 1.6x prize, 20 entries run dry 66.4% of the time within 500 matches, and even 40 entries do 19.4% of the time. More money only makes the slide take longer.
The prize ratio matters as much as the balance. At a 1.7x prize, the same 65% player starting with 10 entries busts only 5.5% of the time within 500 matches, against 24.7% at 1.6x. Our tips guide suggests keeping each entry to 1 to 5% of your balance, which means a balance of 20 to 100 entries. The table shows why 20 entries is thin even for a winning player. The same guide explains how to size your entries.
One more habit: money sitting in an app balance isn't money in your bank. Keep it to what you plan to play, and when you cash out, do it in amounts of $10 or more. The fee section below shows why.
Does Bonus Cash change your break-even?
Yes, while it lasts. Skillz says entries are typically paid 90% with real cash and 10% with Bonus Cash, a win returns the entry the same way, and winnings on top are 100% real cash. That lowers the real-money break-even at a 1.6x prize from 62.5% to 60.0%, until the Bonus Cash runs out or is forfeited.
Here's the mechanism. When you lose, 10% of that entry came from Bonus Cash, so your real-money loss is only 90% of the entry. When you win, the Bonus Cash part comes back and the winnings on top are real cash. So Bonus Cash only gets spent on losses. Skillz's withdrawals article gives an example: on a $3.00 entry, "$2.70 will be real cash, and $0.30 will be bonus cash."
Real-money break-even = 0.9 × entry ÷ (prize − 0.1 × entry)
For a $5 entry and an $8 prize, that's 4.50 ÷ 7.50 = 60.0%. The same formula in ratio form is (1 − 0.10) ÷ (prize ratio − 0.10), and the table runs it for five ratios.
Break-even with and without Bonus Cash (10% of each entry)
| Prize ratio | $5 entry pays | Break-even, no Bonus Cash | While Bonus Cash lasts | Difference |
|---|---|---|---|---|
| 1.50x | $7.50 | 66.7% | 64.3% | −2.4 pts |
| 1.60x | $8.00 | 62.5% | 60.0% | −2.5 pts |
| 1.70x | $8.50 | 58.8% | 56.3% | −2.6 pts |
| 1.80x | $9.00 | 55.6% | 52.9% | −2.6 pts |
| 1.90x | $9.50 | 52.6% | 50.0% | −2.6 pts |
Atay Games break-even model, September 2026, applying the split in Skillz help articles 203685769 and 203685739.
How long does the benefit last? At 10% per loss, $5 of Bonus Cash covers 50 losses at $1 entries, 10 at $5 and 5 at $10. It's worth about 2.5 points of win rate while you have it. That won't turn a losing record into a winning one.
Three documented limits apply. Skillz's help article says "typically" for a reason: "if you do not have enough real cash to cover 90% of the entry fee, a larger portion of Bonus Cash will be used." Bonus Cash is forfeited whenever you make a withdrawal. And under User Terms section 8.4, it's forfeited if you don't enter a cash competition "within a continuous 60 day time period."
For the mechanics of the two balances, see how Bonus Cash and real cash differ. For where Bonus Cash comes from, our promo-code guide covers referrals and offers.
What do withdrawal fees and aborted matches cost you?
Skillz charges $1.50 on any withdrawal under $10, so a $5 cash-out loses 30% and a $10 cash-out loses nothing. The fee is per withdrawal, not per match. Aborted matches cost more quietly: Skillz awards them to your opponent, so a 5% abort rate turns a 65% win rate into 61.8%, below a 62.5% break-even.
The $1.50 small-withdrawal fee
Skillz's withdrawals article, last edited February 2, 2026, ends with this line: "please also note that there is a $1.50 charge for any withdrawals under $10." User Terms section 8.5 allows a "check request processing fee of up to $2.00" on withdrawals under $10.00; the help center names $1.50. Either way, it's charged per withdrawal, not per match.
What the $1.50 fee takes from a small withdrawal
Call it the $10 rule. One withdrawal of $10 or more costs $0. Five $2 withdrawals cost $7.50 of a $10 balance. And since the fee comes out of your profit, it takes a lot of matches to earn back:
Matches of expected profit to earn back one $1.50 fee ($1 entries)
| True win rate | 1.60x prize | 1.70x | 1.80x |
|---|---|---|---|
| 60% | never (no profit) | 75 | 19 |
| 65% | 38 | 15 | 9 |
| 70% | 13 | 8 | 6 |
Atay Games break-even model, September 2026.
Skillz sets where the money goes. Withdrawals up to your total deposits go back to the card or PayPal you deposited with. US winnings above that go by paper check, where Skillz tells players to "expect their withdrawals in 4-6 weeks." If you use Aeropay, they can go to your linked bank account instead, where standard ACH is "usually in <24 business hours."
Skillz's withdrawals article also covers how to start a withdrawal: tap Withdraw on the main menu. Our FAQ answers the other common cash-out questions, from timing to minimums.
Aborted matches count as losses
Skillz marks a match "Aborted" when a player crashes or disconnects, and "The opposing player is automatically awarded with winning the match and any corresponding prizes." Its help article lists backgrounding the game to answer a call or message as one cause. So every abort is a loss in your record, whatever your skill.
Effective win rate = win rate on finished matches × (1 − abort rate)
How aborts drag down your real win rate
| Win rate on finished matches | 0% aborts | 1% | 2% | 5% | 10% |
|---|---|---|---|---|---|
| 60% | 60.0% | 59.4% | 58.8% | 57.0% | 54.0% |
| 65% | 65.0% | 64.4% | 63.7% | 61.8% | 58.5% |
| 70% | 70.0% | 69.3% | 68.6% | 66.5% | 63.0% |
Atay Games break-even model, September 2026, applying Skillz help article 8778934866580.
A 65% player who aborts 5% of matches plays like a 61.8% player. At a 1.6x prize, that's the difference between a small edge and a slow loss. Before a paid match, silence notifications and get on a strong Wi-Fi signal, and start only when you can finish. Here's what to do when a match aborts.
Matches that never find an opponent don't count either way. Skillz's matching article says: "If we're unable to find a Challenger within 7 days, we will automatically cancel and refund the Host's match." Our guide to pending matches and the 7-day refund covers the rest.
Taxes sit outside this math, but prizes can be taxable income; see how cash-game prizes are taxed. Two more costs aren't in our numbers: Ticketz and other loyalty rewards, and Skillz's maintenance fee of $2.00 a month after 6 months or more of inactivity (User Terms section 8.7).
How did we calculate these numbers?
Every figure comes from exact arithmetic in a short Python script, not from Skillz or Atay player data. Break-even is entry divided by prize, expected value is win rate times prize minus entry, and streak and bankroll odds use exact binomial and lattice calculations. Prize ratios are illustrative; enter the prize your own app shows.
We build games on Skillz, so we read these rules from the developer side too. But nothing here comes from private data. It's a model, written and run on September 23, 2026, using only Python's standard library. There are no random numbers in it, so every run prints the same output.
The model at a glance
- Setup. Two players each pay the entry; the winner is credited the prize, entry included. Win rate is constant and matches are independent. Ties go to tie-breakers, so none are modeled. Aborts count as losses. Bonus Cash covers 10% of each entry when it's on. The fee is $1.50 under $10.
- Methods. Break-even = 1 ÷ prize ratio. Expected value = entry × (win rate × prize ratio − 1). "Ahead after N matches" is an exact binomial sum. "Matches to prove an edge" uses the normal approximation to the 95% margin of error. Bankroll busts use an exact lattice recursion: no simulation, no random seed.
- Reproducibility. The script and its full output are available on request.
What this model can't tell you:
- It isn't player data. Nothing here measures any real player, game or platform.
- Real win rates drift as you improve and as matchmaking adjusts.
- Brackets, leagues and live events pay differently from a head-to-head.
- Whether a tie-breaker costs anything extra isn't documented, so it isn't modeled.
- Ticketz, taxes and the inactivity fee are left out.
- Skillz can change its rules, so every rule here is dated.
How to cite this post: Atay Games, "Skillz Rake Math: What Win Rate Do You Need to Break Even?", September 2026, ataygames.com/blogs/break-even-win-rate-head-to-head-cash-games.
Frequently Asked Questions
How do I calculate my break-even win rate?
Divide the entry fee by the total credited to you when you win, with your entry back included. A $1 match paying $1.70 needs 58.8%, and a $10 match paying $16 needs 62.5%. Win more often than that and you come out ahead on average; win less and entry fees slowly outrun your prizes.
Is a 50% win rate enough to make money?
No. In any head-to-head that pays less than twice the entry, a 50% record loses money. At a prize of 1.6 times the entry, it loses an expected $20 per 100 $1 matches in our model. Skillz matches players by ability, so an even record is common, and an edge has to come from improving.
How much does Skillz take from each match?
There's no single percentage. The cut equals two entry fees minus the total paid to the winner: a $5 match paying $8 keeps $2, or 20% of the pool. Skillz's Developer Terms say the overwhelming majority of entry fees goes back to players, and Skillz splits the net revenue after that with the developer.
Does Bonus Cash count toward my break-even?
It lowers your real-money break-even while you have it. Skillz says entries are typically paid 90% real cash and 10% Bonus Cash, a win refunds the entry the same way, and winnings above it are real cash. At a 1.6x prize that drops the break-even from 62.5% to 60.0%. Bonus Cash is forfeited when you withdraw.
How many matches before I know my real win rate?
At least 100 finished matches at one stake, and more if your edge is small. After 100 matches, an observed 60% could really be anywhere from about 50% to 70%. A true 70% player clears a 62.5% break-even with confidence after about 144 matches; a 65% player needs about 1,400.
Sources
- Skillz help center, What happens if I tie with my opponent in a Head to Head match?, article 115001117666 (tie-breakers "until a winner has been determined"; text last edited October 5, 2017, page updated February 3, 2023), retrieved 2026-09-23, support.skillz.com
- Skillz help center, How does Bonus Cash work, and how can I get more of it?, article 203685769 (typical 90/10 entry split, refund on a win, forfeiture on withdrawal; text last edited October 10, 2024, page updated July 2, 2026), retrieved 2026-09-23, support.skillz.com
- Skillz help center, How do withdrawals work? Will I receive my withdrawal via check or online? Can I cancel my withdrawal?, article 203685739 ($1.50 charge under $10, $3.00 entry example, payout routing, 4-6 weeks; text last edited February 2, 2026, page updated August 5, 2026), retrieved 2026-09-23, support.skillz.com
- Skillz help center, What is an Aborted match?, article 8778934866580 (opponent awarded the win; listed causes; text last edited August 23, 2022, page updated August 1, 2026), retrieved 2026-09-23, support.skillz.com
- Skillz help center, How does Skillz player matching work?, article 211525983 (ability-based matching, skill band, different entry fee, 7-day cancel and refund; text last edited December 2, 2025, page updated July 2, 2026), retrieved 2026-09-23, support.skillz.com
- Skillz help center, How much does Skillz cost?, article 203685889 ("as little as $0.60 to enter"; updated October 9, 2024), retrieved 2026-09-23, support.skillz.com
- Skillz help center, How can I view my balance history?, article 204372965 (menu path; text last edited July 2, 2022, page updated November 1, 2023), retrieved 2026-09-23, support.skillz.com
- Skillz help center, Skillz + Aeropay: Secure Bank Transfers Made Easy, article 37471978518676 (standard ACH usually under 24 business hours; text last edited June 18, 2025, page updated September 22, 2026), retrieved 2026-09-23, support.skillz.com
- Skillz, User Terms and Conditions of Service (Updated as of May 22, 2025), sections 8.4 Bonus Funds, 8.5 Withdrawals and 8.7 Account Monthly Maintenance Fee, retrieved 2026-09-23, skillz.com/legal
- Skillz, Developer Terms and Conditions of Service (Updated as of December 16, 2025), revenue-share section ("the overwhelming majority goes back to the players"), retrieved 2026-09-23, skillz.com/legal
- Skillz, Skillz Reports 2025 Fourth Quarter and Full Year 2025 Results (March 31, 2026; full-year GMV $541.9 million, revenue $104.5 million, GMV definition), retrieved 2026-09-23, investors.skillz.com
- Atay Games break-even model (first-party, exact arithmetic: break-even, expected value, exact binomial, normal-approximation margin of error, lattice bankroll recursion), written and run 2026-09-23. A model, not player data; available on request.
About this guide. This is general information and a mathematical model, not financial advice and not a promise of any result. Every prize ratio is illustrative; use the prize your own app shows. Skillz's rules are quoted as retrieved on September 23, 2026, and Skillz can change them at any time. Real-money play is 18+ under Skillz's User Terms, and availability depends on where you live. If gaming stops being fun, call or text the National Council on Problem Gambling's helpline at 1-800-MY-RESET (1-800-697-3738), or visit ncpgambling.org.
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