Metrics
Eco, Force, and Full Buys in Valorant
The three buy buckets, what per-bucket win rates diagnose, and how Riptide surfaces economy rounds.
Valorant's economy decides what your team holds in its hands each round, and most trackers ignore it entirely. Riptide buckets every round you play into one of three buys - eco, force, or full - and reports your round-win rate in each, so you can see whether the rounds you lose are aim problems or wallet problems.
The three buckets
| Bucket | Loadout value | Typical round |
|---|---|---|
| Eco | under 2000 | Save or minimal buy - pistol, light shields at most |
| Force | 2000 - 3899 | Force-buy - budget weapons, partial shields, thin utility |
| Full | 3900+ | Full buy - rifle or operator, heavy shields, full utility |
Round buckets by loadout value - the same thresholds the engine uses.
bucket = eco if loadout < 2000, force if < 3900, else fullLoadout value is per player, per round, from the match's round economy data.
The bucket is yours, not your team's: it reflects the value of the loadout you personally carried into the round. Over a season the two align - teams mostly buy together - but the per-player cut is what lets the stat say something about your own discipline.
What win rates by bucket tell you
- Eco wins are stolen rounds. Every eco round you win flips a round the enemy budgeted to take, and it usually breaks their economy at the same time. A healthy eco win rate signals pistol skill and disciplined saves that stay alive.
- Force rate close to your full rate means your forces are well chosen. A force win rate far below your full-buy rate says you force into rounds you cannot win - the discount buy is costing you twice: the round and the next round's economy.
- A weak full-buy rate is not an aim problem. Full buys are your maximum-strength rounds; losing them points at execution and mid-round decisions - entries that do not get traded, utility spent early, rotations called late.
Round wins are a team stat
A round win is 5v5: your bucket win rates carry your team's buys and calls, not just your own play. Read them over a large sample and look for the gaps between buckets, not the absolute numbers.
Buy discipline
The single habit that moves these numbers is buying with your team. Five mid-strength buys on the same round beat three fulls and two pistols, because rounds are won by the weakest link in the execute, and a mixed buy hands the enemy two easy kills and two cheap rifles. The classic leak is the solo force inside a team save: it rarely wins the round, and the rifle you drop on death funds nothing next round.
- Match the call. A committed force with five players is a real round; a half-committed one is a donation.
- Save properly. An eco is only cheap if you keep the money and the guns you are hiding. Dying for a 9-damage exit peek defeats the point.
- Force with a plan. The good force buys target a specific weakness - a thin site hit, a stacked retake - not a hope.
How Riptide surfaces economy
When a match carries per-round economy data, your player page reports rounds, wins, and win% for each bucket, and the match breakdown shows a per-round economy panel with each player's loadout. Economy is context, not a rating input: it never enters the Impact rating, so a stretch of poor team economies cannot drag your skill score down. Older stored matches without economy data simply sit out of the split.
Keep reading
Economy explains the conditions a round was played under; trading and KAST explain what you did with it. Every stat is defined in the stats glossary.