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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.

85 metrics

Counter-Strike 2

21 metrics
Expected Duel Win ProbabilityxDuel

How 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.

expected · v0.1.0 · awaiting telemetryCS2
Duel Outcomes Above ExpectedDuel+

Duels won above what the situations predicted, per 100 duels. Positive means winning fights they 'should' lose; negative means dropping favorable fights.

value added · v0.1.0 · computedCS2
Round Win Probability AddedRWPA

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 added · v0.1.0 · computedCS2
Opening ImpactOI

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.

value added · v0.1.0 · computedCS2
Traded Death RateTRD%

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.

percentage · v0.1.0 · computedCS2
Isolated Death RateISO%

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.

percentage · v0.1.0 · computedCS2
Utility ValueUTIL

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.

rate · v0.1.0 · computedCS2
Support ProximitySPT

Average distance to the nearest living teammate at the moment of each death. A positioning fingerprint: low = plays inside team structure, high = plays independently.

rate · v0.1.0 · computedCS2
Opening Attempt RateOAR%

How often a player is part of the round's first duel — a style fingerprint separating space-takers from late-round players.

percentage · v0.1.0 · computed · experimentalCS2
Trade Conversion RateTCV%

When a teammate dies within trade range, how often does this player answer with the refrag?

percentage · v0.1.0 · definition onlyCS2
Time To TradeTTT

How quickly this player's deaths get answered. Fast trades preserve round equity even when the opening is lost.

rate · v0.1.0 · computed · experimentalCS2
Multi-kill Round RateMK%

Share of rounds where the player recorded two or more kills.

percentage · v0.1.0 · computed · experimentalCS2
Clutch ConversionCL%

1-versus-many situations won. Detected deterministically from the kill sequence — one player left alive against two or more.

percentage · v0.1.0 · computed · experimentalCS2
Headshot Damage ShareHSD%

Share of a player's damage dealt to the head. A mechanics fingerprint — crosshair placement and burst discipline.

percentage · v0.1.0 · definition onlyCS2
Time To KillTTK

From first damage on a victim to the kill. Fast TTK means fights end before the opponent can react or be traded.

rate · v0.1.0 · definition onlyCS2
Flash Assists per RoundFA/r

Flashes that directly enabled a teammate's kill, per round.

rate · v0.1.0 · computed · experimentalCS2
Enemy Blind Seconds per RoundEBT

Total enemy blind time generated per round — raw flash output before conversion.

rate · v0.1.0 · computed · experimentalCS2
Teammate Blind Seconds per RoundTBT

How much of your own team's vision this player's flashes cost, per round.

rate · v0.1.0 · computed · experimentalCS2
Utility Damage per RoundUD/r

HE and molotov damage output per round.

rate · v0.1.0 · computed · experimentalCS2
Second-Contact Win Rate2C%

After the round's opening duel, how often does this player win the very next fight? Second contact usually decides whether an opening converts.

percentage · v0.1.0 · computed · experimentalCS2
AWP Kill ShareAWP%

Share of a player's kills that come from the AWP — a role fingerprint, not a quality score.

percentage · v0.1.0 · computed · experimentalCS2

VALORANT

16 metrics
Duel Outcomes Above ExpectedDuel+

Duels won above what each situation predicted (weapons, health, flashes, smoke, support), per 100 duels.

value added · v0.1.0 · computedVAL
Entry Value Above ExpectedEntry+

First-contact value adjusted for difficulty: winning hard opening duels on site hits scores highest.

value added · v0.1.0 · computedVAL
Ability Value AddedABV

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.

rate · v0.1.0 · computedVAL
Round Win Probability AddedRWPA

How much a player's kills and spike actions moved their team's chance of winning rounds, per round played.

value added · v0.1.0 · computed · experimentalVAL
Traded Death RateTRD%

Share of deaths answered by a teammate kill within five seconds.

percentage · v0.1.0 · computedVAL
Ultimate Conversion ValueULT+

Average impact generated per ultimate used: enemies affected, kills enabled within its window, and damage.

rate · v0.1.0 · awaiting telemetryVAL
Ultimate Round ConversionULT%

How often rounds where this player used their ultimate ended in a round win.

percentage · v0.1.0 · computed · experimentalVAL
Opening Attempt RateOAR%

How often a player is part of the round's first duel.

percentage · v0.1.0 · computed · experimentalVAL
Trade Conversion RateTCV%

When a teammate falls in trade range, how often this player answers.

percentage · v0.1.0 · definition onlyVAL
Multi-kill Round RateMK%

Share of rounds with two or more kills by the player.

percentage · v0.1.0 · computed · experimentalVAL
Clutch ConversionCL%

1-versus-many situations won, detected from the kill sequence.

percentage · v0.1.0 · computed · experimentalVAL
Enemy Blind/Reveal Seconds per RoundEBT

Enemy time spent blinded, revealed, or suppressed by this player's utility, per round.

rate · v0.1.0 · computed · experimentalVAL
Site Take SuccessSTK%

Attack rounds that reach a spike plant — the team's ability to take ground.

percentage · v0.1.0 · computed · experimentalVAL
Post-plant ConversionPP%

Once the spike is down, how often the round converts to a win.

percentage · v0.1.0 · computed · experimentalVAL
Retake ConversionRT%

Defense rounds saved after the spike was planted.

percentage · v0.1.0 · computed · experimentalVAL
First Bloods per RoundFB/r

Opening kills secured per round played.

rate · v0.1.0 · computed · experimentalVAL

Fortnite

14 metrics
Placement Probability AddedPPA

How 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.

value added · v0.1.0 · computedFN
Rotation EfficiencyROT

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.

rate · v0.1.0 · awaiting telemetryFN
Engagement Selection QualityENG

Whether fights are taken from advantage: health/shield edge, elevation, and third-party risk at engagement start.

rate · v0.1.0 · awaiting telemetryFN
Damage-to-Resource EfficiencyRES

Damage dealt per 100 building materials spent — output per unit of the scarcest endgame resource.

rate · v0.1.0 · awaiting telemetryFN
Knock-to-Elimination ConversionELIM%

How often knocks are converted into eliminations before a teammate revives or resets.

percentage · v0.1.0 · computedFN
Average PlacementPLC

Mean finishing position across lobbies in the window.

rate · v0.1.0 · computed · experimentalFN
Top-10 RateT10%

Share of lobbies reaching the final ten.

percentage · v0.1.0 · computed · experimentalFN
Victory RateWIN%

Victory Royales per lobby played.

percentage · v0.1.0 · computed · experimentalFN
Eliminations per LobbyE/L

Elimination volume per lobby.

rate · v0.1.0 · computed · experimentalFN
Height-Advantage Elimination ShareHGT%

Share of eliminations taken from higher ground — a fighting-style fingerprint.

percentage · v0.1.0 · computed · experimentalFN
Average Elimination DistanceDIST

Mean engagement distance on eliminations — separates snipers from box fighters.

rate · v0.1.0 · computed · experimentalFN
Storm Fight ShareSTM%

Share of a player's fights taken inside the storm — usually a sign of rotation trouble.

percentage · v0.1.0 · computed · experimentalFN
Early Exit RateEX1%

Lobbies ended in the first zone phase — off-spawn deaths and contested-drop losses.

percentage · v0.1.0 · computed · experimentalFN
Points per LobbyPTS/L

Competitive points per lobby under the scoring table the event was played on (placement plus eliminations).

rate · v0.1.0 · computed · experimentalFN

Rainbow Six Siege

17 metrics
Duel Outcomes Above ExpectedDuel+

Duels won above what each situation predicted, per 100 duels. Positive means winning fights the situation said they should lose.

value added · v0.1.0 · computed · experimentalR6
Round Win Probability AddedRWPA

How much a player's kills and objective actions moved their team's chance of winning rounds, per round played.

value added · v0.1.0 · computed · experimentalR6
Traded Death RateTRD%

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.

percentage · v0.1.0 · computed · experimentalR6
Entry Value Above ExpectedEntry+

Opening-engagement value adjusted for difficulty, using the R6 coefficient set of the duel model.

value added · v0.1.0 · computedR6
Trade Network StrengthTRDN

Combines how often a player's deaths get traded and how often they trade teammates — presence in the kill network.

rate · v0.1.0 · awaiting telemetryR6
Plant Probability AddedPLNT+

Round-win probability created through defuser plants and plant denials, using round-state swings.

value added · v0.1.0 · computed · experimentalR6
Information-to-Kill ConversionINFO→K

Team kills that follow this player's drone spots within a short window — turning intel into eliminations.

rate · v0.1.0 · awaiting telemetryR6
Utility Removal ValueUTILX

Defender gadgets, cameras, and drones removed per round, weighted by importance.

rate · v0.1.0 · awaiting telemetryR6
Opening Attempt RateOAR%

How often a player is part of the round's first duel.

percentage · v0.1.0 · computed · experimentalR6
Drone Survival RateDRN%

Share of deployed drones and cameras that survive — intel that keeps paying.

percentage · v0.1.0 · computed · experimentalR6
Breach Success RateBR%

Breach charges and hard breaches that actually detonate rather than being denied.

percentage · v0.1.0 · computed · experimentalR6
Multi-kill Round RateMK%

Share of rounds with two or more kills by the player.

percentage · v0.1.0 · computed · experimentalR6
Clutch ConversionCL%

1-versus-many situations won, detected from the kill sequence.

percentage · v0.1.0 · computed · experimentalR6
Defuser Plant RatePLT%

Attack rounds that reach a defuser plant — ground actually taken.

percentage · v0.1.0 · computed · experimentalR6
Post-plant ConversionPP%

Once the defuser is down, how often the round converts.

percentage · v0.1.0 · computed · experimentalR6
Utility Deployed per RoundUTD/r

Gadget deployment volume per round — a role fingerprint for setup-heavy defenders and utility attackers.

rate · v0.1.0 · computed · experimentalR6
Intel Spots per RoundSPOT/r

Enemy positions revealed through drones and cameras, per round.

rate · v0.1.0 · computed · experimentalR6

League of Legends

17 metrics
Gold Differential Over ExpectationGD@14+

Gold lead at 14 minutes over the opposing player in the same role — early-game pressure measured against the direct matchup.

value added · v0.1.0 · computedLoL
Objective Probability AddedOBJ+

Win-probability swing from objectives this player's team secured while they were alive and nearby — dragons, heralds, barons, towers.

value added · v0.1.0 · computedLoL
Vision ValueVIS

Ward output weighted by risk and denial: control wards, sweeps, and wards placed deep in enemy territory.

rate · v0.1.0 · computedLoL
Damage Share Over Gold ShareDMG%+

Team damage share minus team gold share — output relative to resources consumed.

value added · v0.1.0 · computedLoL
Death CostDCOST

Win probability surrendered through deaths, weighted by game phase and shutdown gold handed over.

rate · v0.1.0 · computedLoL
Kill ParticipationKP%

Share of the team's kills the player took part in (kill or assist).

percentage · v0.1.0 · computed · experimentalLoL
First Blood InvolvementFB%

Share of games where the player secured or assisted the game's first kill.

percentage · v0.1.0 · computed · experimentalLoL
Gold ShareG%

Share of the team's gold the player holds at game end — the resource allocation fingerprint.

percentage · v0.1.0 · computed · experimentalLoL
Team Gold Lead at 10GL@10

Team gold differential at the ten-minute snapshot — the cleanest early-game scoreboard.

rate · v0.1.0 · computed · experimentalLoL
Neutral Objective ShareOBJ%

Share of dragons, heralds, grubs, and barons secured across the window.

percentage · v0.1.0 · computed · experimentalLoL
Objective Steal RateSTL%

Share of the opponent-controlled objectives your team stole at the last moment.

percentage · v0.1.0 · definition onlyLoL
Tower ShareTWR%

Share of towers destroyed across the window's games.

percentage · v0.1.0 · computed · experimentalLoL
Wards Cleared per MinuteWC/m

Enemy vision removed per minute — the denial half of the vision game.

rate · v0.1.0 · computed · experimentalLoL
Control Ward ShareCW%

Share of a player's placed wards that are control wards — investment in permanent vision.

percentage · v0.1.0 · computed · experimentalLoL
Teamfights per GameTF/g

How often this team's games erupt into multi-kill fights — a pace fingerprint.

rate · v0.1.0 · computed · experimentalLoL
Teamfight Win ShareTFW%

Share of detected teamfights won on kill differential.

percentage · v0.1.0 · computed · experimentalLoL
Early Deaths per GameED/g

Deaths before ten minutes — the laning-phase discipline number.

rate · v0.1.0 · computed · experimentalLoL
Metric glossary · eStatcast