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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.

17 metrics

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
Metric glossary · eStatcast