Metric glossary
Every proprietary metric ships with public documentation: what it measures in plain language, the formal definition, required inputs, minimum samples, the model behind it, and its known limitations. A metric without documentation doesn't ship. A published definition is not the same as an available metric: each entry states whether the pipeline actually computes it, and only metrics marked computed can appear as leaderboard columns or carry percentiles.
Counter-Strike 2
21 metricsHow likely a player was to win each fight before it happened, based on weapons, health, distance, flashes, smoke, and nearby support. A kill in a 20% situation is worth more than one in a 90% situation.
Duels won above what the situations predicted, per 100 duels. Positive means winning fights they 'should' lose; negative means dropping favorable fights.
How much each player's actions moved their team's chance of winning rounds. A 1v3 clutch kill swings far more probability than a cleanup frag in a 5v2.
Value created in the first duel of each round, adjusted for how difficult those opening situations were and how often they convert to round wins.
Share of a player's deaths answered by a teammate kill within five seconds. High values mean deaths that keep round equity; low values mean deaths that hand over map control for free.
Share of deaths that were classified as isolated: no teammate close enough to trade, not on an objective, not a last-alive or sacrificial situation.
Round-rate value of grenades: enemy blind time that leads to team action, utility damage, and flash assists. Measures utility that does something, not utility thrown.
Average distance to the nearest living teammate at the moment of each death. A positioning fingerprint: low = plays inside team structure, high = plays independently.
How often a player is part of the round's first duel — a style fingerprint separating space-takers from late-round players.
When a teammate dies within trade range, how often does this player answer with the refrag?
How quickly this player's deaths get answered. Fast trades preserve round equity even when the opening is lost.
Share of rounds where the player recorded two or more kills.
1-versus-many situations won. Detected deterministically from the kill sequence — one player left alive against two or more.
Share of a player's damage dealt to the head. A mechanics fingerprint — crosshair placement and burst discipline.
From first damage on a victim to the kill. Fast TTK means fights end before the opponent can react or be traded.
Flashes that directly enabled a teammate's kill, per round.
Total enemy blind time generated per round — raw flash output before conversion.
How much of your own team's vision this player's flashes cost, per round.
HE and molotov damage output per round.
After the round's opening duel, how often does this player win the very next fight? Second contact usually decides whether an opening converts.
Share of a player's kills that come from the AWP — a role fingerprint, not a quality score.
VALORANT
16 metricsDuels won above what each situation predicted (weapons, health, flashes, smoke, support), per 100 duels.
First-contact value adjusted for difficulty: winning hard opening duels on site hits scores highest.
Round-rate value of utility that affects enemies, measured in enemy-seconds under an effect and netted against the time it costs the caster's own team.
How much a player's kills and spike actions moved their team's chance of winning rounds, per round played.
Share of deaths answered by a teammate kill within five seconds.
Average impact generated per ultimate used: enemies affected, kills enabled within its window, and damage.
How often rounds where this player used their ultimate ended in a round win.
How often a player is part of the round's first duel.
When a teammate falls in trade range, how often this player answers.
Share of rounds with two or more kills by the player.
1-versus-many situations won, detected from the kill sequence.
Enemy time spent blinded, revealed, or suppressed by this player's utility, per round.
Attack rounds that reach a spike plant — the team's ability to take ground.
Once the spike is down, how often the round converts to a win.
Defense rounds saved after the spike was planted.
Opening kills secured per round played.
Fortnite
14 metricsHow much better a player placed than the survival baseline expected, phase by phase. Rewards outliving the lobby's hazard curve, not just one lucky endgame.
How early and safely a player reaches the next zone: time inside the safe zone before it closes, storm damage taken, and distance traveled under pressure.
Whether fights are taken from advantage: health/shield edge, elevation, and third-party risk at engagement start.
Damage dealt per 100 building materials spent — output per unit of the scarcest endgame resource.
How often knocks are converted into eliminations before a teammate revives or resets.
Mean finishing position across lobbies in the window.
Share of lobbies reaching the final ten.
Victory Royales per lobby played.
Elimination volume per lobby.
Share of eliminations taken from higher ground — a fighting-style fingerprint.
Mean engagement distance on eliminations — separates snipers from box fighters.
Share of a player's fights taken inside the storm — usually a sign of rotation trouble.
Lobbies ended in the first zone phase — off-spawn deaths and contested-drop losses.
Competitive points per lobby under the scoring table the event was played on (placement plus eliminations).
Rainbow Six Siege
17 metricsDuels won above what each situation predicted, per 100 duels. Positive means winning fights the situation said they should lose.
How much a player's kills and objective actions moved their team's chance of winning rounds, per round played.
Share of a player's deaths answered by a teammate kill within five seconds. In Siege a traded death still costs the round its numbers, but it keeps the space the death bought.
Opening-engagement value adjusted for difficulty, using the R6 coefficient set of the duel model.
Combines how often a player's deaths get traded and how often they trade teammates — presence in the kill network.
Round-win probability created through defuser plants and plant denials, using round-state swings.
Team kills that follow this player's drone spots within a short window — turning intel into eliminations.
Defender gadgets, cameras, and drones removed per round, weighted by importance.
How often a player is part of the round's first duel.
Share of deployed drones and cameras that survive — intel that keeps paying.
Breach charges and hard breaches that actually detonate rather than being denied.
Share of rounds with two or more kills by the player.
1-versus-many situations won, detected from the kill sequence.
Attack rounds that reach a defuser plant — ground actually taken.
Once the defuser is down, how often the round converts.
Gadget deployment volume per round — a role fingerprint for setup-heavy defenders and utility attackers.
Enemy positions revealed through drones and cameras, per round.
League of Legends
17 metricsGold lead at 14 minutes over the opposing player in the same role — early-game pressure measured against the direct matchup.
Win-probability swing from objectives this player's team secured while they were alive and nearby — dragons, heralds, barons, towers.
Ward output weighted by risk and denial: control wards, sweeps, and wards placed deep in enemy territory.
Team damage share minus team gold share — output relative to resources consumed.
Win probability surrendered through deaths, weighted by game phase and shutdown gold handed over.
Share of the team's kills the player took part in (kill or assist).
Share of games where the player secured or assisted the game's first kill.
Share of the team's gold the player holds at game end — the resource allocation fingerprint.
Team gold differential at the ten-minute snapshot — the cleanest early-game scoreboard.
Share of dragons, heralds, grubs, and barons secured across the window.
Share of the opponent-controlled objectives your team stole at the last moment.
Share of towers destroyed across the window's games.
Enemy vision removed per minute — the denial half of the vision game.
Share of a player's placed wards that are control wards — investment in permanent vision.
How often this team's games erupt into multi-kill fights — a pace fingerprint.
Share of detected teamfights won on kill differential.
Deaths before ten minutes — the laning-phase discipline number.