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Understanding stats

Missing data

A dash means unavailable. Ship stats, direct kills and timelines require replay analysis.

Ratings

Each mode has its own rating. Your first 10 rated games are placement: your rating moves faster while the game works out where you belong, and once they are done you appear in the mode's rankings.

Scores and clocks

Team kills count as deaths but not enemy kills. Forfeits can award a win to the trailing team.

Timeline times follow the recording, including staging. Match duration counts gameplay.

Metric definitions

K / D
Enemy kills, and every death (enemy, friendly or self-inflicted)
Solo Kills
Kills where nobody else had damaged the victim — the whole kill was theirs
Assists
Kills an enemy took while this player had recently damaged them
Forced Reps
Enemy repels this player forced out — each repel split by who applied the pressure
Dealt
Energy damage dealt to enemies, guns and bombs together
Taken
Energy damage taken from enemies, guns and bombs together
Dmg exchange
Share of the damage traded that this player dealt. 100% = took nothing, 50% = an even trade
Efficiency
Damage dealt per unit of weapon energy spent — how much each shot bought
Lethal
Damage dealt that landed the killing blow — the part of their damage that finished someone
Shots
Bullets, bombs and mines fired. A pellet spread counts as the one shot that made it
Mines
Mines laid
Gun Acc.
Gun accuracy: bullet hits divided by bullets fired
Bomb Acc.
Bomb accuracy: bomb hits divided by bombs fired. Thors are a weapon of their own and are not counted here
Energy / Sec
Weapon energy spent per second of play
Wasted Reps
Repels still in the inventory at the moment of death, summed over every life
Wasted Rkts
Rockets still in the inventory at the moment of death, summed over every life
Playing Time
Time spent in a ship, rather than in spectator or waiting to respawn
K/D Ratio
Kills divided by deaths — blank when the player never died
Team Kills
Teammates killed
Team Damage
Damage dealt to teammates
Goals
Goals scored
Assists
Passes that led to a goal: the previous carrier, when a team-mate scored soon after taking it from them
Saves
Balls taken off an opponent inside the goal this player defends — keeping, rather than stealing
Steals
Balls taken off an opponent anywhere but their own goal
Turnovers
Times an opponent took the ball off this player
Carries
Times this player took possession of the ball
Possession
Total time carrying the ball
Conceded
Goals scored past this player while they were inside the goal they defend
Ball Kills
Kills on the pilot who was carrying the ball
Pressure
Kills on a pilot who had lost the ball moments earlier
Ball Dmg
Damage dealt to the pilot carrying the ball
Rockets
Rockets spent
Aggression
Mean firing direction relative to movement: +1 is shooting where they are heading, −1 is shooting behind them
Claims
Times this player took the flag for their team. Only a change of hands counts
Flag Time
Flag time this player's claims earned: from each claim until the enemy took the flag back, even if they died in the meantime. A team's adds up to its score
Defenses
Kills on an enemy at the flag (within three tiles, with a clear line to it) while this player's team held it
Terrier Kills
Kills on the enemy Terrier, the other team's rally point and the only ship a pilot can attach to
Spider %
Share of this player's enemy damage that landed on Spiders
Terrier %
Share of this player's enemy damage that landed on Terriers
Shark %
Share of this player's enemy damage that landed on Sharks
WEPS
Weapon energy spent per second of play (Energy / Sec in the scoreboard).