Metrics
Valorant Impact Rating, Explained
A 0-100 skill rating that scores how well you played, role-adjusted, context-aware, and harder to fake than ACS.
Impact is Riptide's single 0-100 score for how well you played. It is a skill rating, not a live ranking: 50 is field-average, ~80 is excellent, ~20 is well below average. It is computed from your own metrics against fixed baselines, so the same games always produce the same score, role-for-role.
It is built from six decorrelated dimensions (firepower, precision, entry, trade discipline, difficulty-adjusted clutch, and consistency) and it counts the tryhard modes only: Competitive and Premier. Swiftplay and Unrated never move it. Unlike raw ACS or ADR, Impact is role-adjusted and context-aware, so it credits the right things instead of just rewarding whoever shoots most.
What the number means
Impact is an absolute skill rating, not a live ranking: the same metrics always map to the same score, whoever else is online. Riptide buckets it into five bands so you can read a game at a glance.
| Band | Range |
|---|---|
| Struggling | < 30 |
| Developing | 30-44 |
| Holding | 45-62 |
| Carrying | 63-80 |
| Dominant | > 80 |
Impact bands
Tryhard modes only
Only the rated modes (Competitive + Premier) feed Impact. Your displayed per-stat numbers still follow whatever mode you select, but the rating itself ignores casual play entirely. No rated data means a neutral 50 and a "—" in the UI.
The six dimensions
Each dimension is a z-score: how many standard deviations you sit above or below the corpus baseline (see the baselines). Every z is clamped to ±3 so one freak game cannot dominate, then the dimensions combine with fixed weights.
- Firepower (0.42): a blend of KAST, role-relative
ADR, and multikill rate. Your raw round-winning output. The correlated fragging stats live together in ONE dimension so they can't each separately inflate the score. - Precision (0.09): role-relative
headshot %. Crosshair placement, judged against your role's norm. - Entry (0.06):
opening-duel win %. Winning the first fights you take. Kept as a light axis, but deliberately the smallest weight: it partly overlaps firepower (good fraggers also win more openings), so it earns less than a fully independent skill. - Trade discipline (0.19): a blend of
traded-death %andtrade-kill %. How well you play with your team: getting traded when you fall, and trading for a mate. Roughly orthogonal to fragging. - Clutch (0.15):
z (CLOE per attempt). Difficulty-adjusted clutch: CLOE is clutch wins above what the situation expected, so winning a 1v3 counts for more than a 1v1. - Consistency (0.09): the coefficient of variation of your per-game ACS. Steadier games (a lower CV) score higher. Boom-or-bust play is penalized.
ADR is recentered on your most-played competitive role (corpus means run from ~130 ADR for Initiators up to ~146 for Duelists) so you are never marked down for playing a low-frag role correctly.
Why grouped dimensions
Fragging stats (KAST, ADR, multikills) are 0.75-0.99 correlated. If each were its own axis, ~65% of the weight would ride a single fragging factor and the rating would be mostly ACS wearing a costume. So the correlated fragging stats are bundled into ONE firepower dimension, and the other dimensions (trade, entry, clutch, precision, consistency) are kept because each measures something genuinely different.
The result rewards a complete player instead of triple-counting raw frags. Raw clutch-win% was replaced by CLOE (already context- and difficulty-adjusted), and opening duels return as their own light entry axis.
How the score is computed
The dimensions combine with fixed weights, then map to a 0-100 skill rating through a logistic curve that approximates the normal CDF.
Z = 0.42·firepower + 0.19·trade + 0.15·clutch + 0.09·precision + 0.09·consistency + 0.06·entryweights SKILL_W sum to 1.0; firepower (itself a KAST/ADR/multikill blend) carries the most signal. clutch (CLOE-per-attempt) is shrunk by CLOE_K=6 pseudo-attempts toward neutral.
Zshrunk = Z · rounds / (rounds + 150)small-sample shrinkage pulls thin samples toward the field mean; SHRINK_ROUNDS = 150 (~6-7 games) is where you reach about half weight.
Impact = round( 100 · normCdf(Zshrunk / 0.45) ), clamped 1-99normCdf is the logistic 1 / (1 + e^(−1.702·x)); IMPACT_SIGMA = 0.45 is calibrated to the corpus so the established field spans roughly 14-88 around a 50 median.
Shrinkage protects new samples
With few rounds logged, your Z is heavily discounted toward the mean. Six or seven competitive games will earn a confident rating; one will not. This is by design: a 0-100 rating off three rounds would be noise.
Career vs single-match
Your profile shows the shrunk career Impact above. A single match instead uses impactRaw: the same axes, un-shrunk, through a wider MATCH_SIGMA = 0.9. A one-game z swings far wider than a career one, so a wider sigma keeps the per-match rating a graded curve (a strong game ~85, a mixed below-average one ~25-35) instead of pinning to 1 or 99.
Why it beats ACS or ADR
Raw ACS and ADR are easy to read and easy to mislead. Impact fixes three things they ignore.
| Problem with raw ACS/ADR | How Impact handles it |
|---|---|
| No role context: a Controller reads low for playing correctly | ADR recentered on your competitive role |
| No team context: padding stats while losing rounds | Trade discipline and KAST reward round-winning play |
| Triple-counts fragging | Fragging stats share one firepower dimension; six decorrelated dimensions overall |
Raw stat vs Impact
Impact answers how well you played. Your archetype answers how you play: Slayer, Enabler, and the rest are styles, not grades. Read the archetypes guide for that side, and the stats glossary for every term above.
Go deeper with Pro
Raw stats stay free for everyone. Riptide Pro unlocks the transformative analytics on top (per-match Impact history, axis-level breakdowns, and trend tracking) so you can see which axis is moving your rating and act on it.