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).
