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.
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).