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.
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.