ImpactYour percentile vs the field (0–100; 50 = average). COMPETITIVE ONLY — casual modes never move it. Three decorrelated parts: fragging (KAST+ADR), trade discipline (deaths-traded), and difficulty-adjusted clutching (CLOE).
95
Great · vs field
ACSAverage Combat Score per round — Riot's blended damage+kills+assists score. ~218 is average in this corpus.
255
combat score / round
ADRAverage Damage per Round. ~143 is the corpus average; 160+ is strong.
167.4
damage / round
KAST% of rounds where you got a Kill, Assist, Survived, or were Traded. Role-dependent; ~71% is average in this corpus.
87.4%
kill/assist/survive/trade
Headshot %Share of your hits that land on the head — the cleanest proxy for crosshair placement. Scales with rank (~31% average in this corpus).
13.9%
K / D / AKills / Deaths / Assists. KDA also credits assists, so it's fairer to support roles than raw K/D.
165/110/35
KD 1.5 · KDA 1.82
Opening duelsYour first kills vs first deaths — entry impact. ~50% win is average; the team that wins more openers wins ~74% of matches.
12-8
win 60% · 20 duels
Deaths tradedShare of YOUR deaths a teammate avenged within 4s. High = good team trading (the 'T' in KAST).
30.9%
34/110 avenged
Trade killsShare of YOUR kills that avenge a fallen teammate. Low can mean baiting (read together with K/D).
38.8%
64/165 were trades
Clutches1vX rounds you won as the last player alive, broken down by how many enemies remained.
17/38
won 44.7% · +8.5 vs exp
MultikillsRounds with a 2k / 3k / 4k / 5k (ace).
32/7/1/0
2k / 3k / 4k / 5k
ConsistencySteadiness, 0–100 (higher = steadier). Based on your game-to-game ACS variation RELATIVE to your average (coefficient of variation) plus how often you have a cold game — not raw spread, so big scorers aren't punished for swinging in absolute points.
62
higher = steadier · ±54.7 ACS swing