Metrics
Valorant Impact Rating, Explained
A 0–100 percentile 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 percentile against the field: 50 is field-average, ~80 is top-fifth, ~20 is bottom-fifth. A higher number means you outperformed more of the player pool, role-for-role.
It is built from three decorrelated axes — fragging, trade discipline, and difficulty-adjusted clutching — and it counts competitive matches only. Swiftplay, Premier, 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 a percentile, not a point total. Read it as a rank within the field. Riptide buckets the score into five bands so you can read a game at a glance.
| Band | Range |
|---|---|
| Poor | < 30 |
| Subpar | 30–44 |
| Average | 45–62 |
| Good | 63–80 |
| Great | > 80 |
Impact bands
Competitive-only
Only match.mode.toLowerCase() === "competitive" matches feed Impact. Your displayed per-stat numbers still follow whatever mode you select — but the rating itself ignores casual play entirely. No comp data means a neutral 50 and a "—" in the UI.
The three axes
Each axis 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.
- FRAG —
mean(z KAST, z role-relative ADR). Your raw output. KAST is judged role-flat;ADRis role-relative because a Controller's 140 is not a Duelist's 140. - TRADE —
z traded-death%. Trade discipline: how often your death is avenged, a proxy for playing with your team. This axis is roughly orthogonal to fragging. - CLUTCH —
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.
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 three axes, not five
The old model had five components. The problem: they were 0.75–0.99 correlated, so about 65% of the weight rode a single fragging factor — the rating was mostly ACS wearing a costume. Two components were dropped outright: opening-win% (a zero-sum duel that sits at ~50 at every rank, so it carries no ranking signal) and raw clutch-win% (replaced by CLOE, which is already context- and difficulty-adjusted).
The three survivors each measure something genuinely different, so the composite rewards a complete player instead of triple-counting raw frags.
How the score is computed
The axes combine with fixed weights, then map to a percentile through a logistic curve that approximates the normal CDF.
Z = 0.60·fragZ + 0.22·tradeZ + 0.18·clutchZweights IMPACT_W sum to 1.0; frag carries the most signal, clutch the least — CLOE-per-attempt is the sparsest signal, shrunk by CLOE_K=6 pseudo-attempts.
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 / 0.7) ), clamped 1–99normCdf is the logistic 1 / (1 + e^(−1.702·x)); IMPACT_SIGMA = 0.7 sets a realistic spread.
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 percentile 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 = 1.4. 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 | Three decorrelated axes; clutch is difficulty-adjusted |
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.