Compare Valorant Players Head to Head

Enter two Riot IDs to see a full head-to-head Valorant stat comparison — ACS, ADR, KDA, KAST, headshot percentage, clutch rate, entry timing, and a composite score that goes beyond raw stats.

Stat Glossary

Impact Stats

ACSAverage Combat Score
Riot's per-round impact measure. Includes kills, damage dealt, assists, and multi-kill bonuses. The best single number for raw combat contribution.
ADRAverage Damage per Round
Total damage dealt divided by rounds played. Captures chip damage and near-kills that ACS misses.
KDAKill / Death / Assist Ratio
(Kills + Assists) ÷ Deaths. Dying for nothing always costs your team economy and round control.
Multikills2K / 3K / 4K / ACE
Rounds where you eliminated 2, 3, 4, or all 5 enemies. Shown in the breakdown for context but KDA is used in the Impact score as it scales more directly with consistent performance.

Game Sense & Teamplay

Teamplay IQComposite Game Sense Score out of 30
Combines KAST%, Entry Order Compliance, Clutch Rate, minus Lurk Penalty and Consolation Kill Penalty. The best measure of decision-making and team contribution.
KASTKill / Assist / Survive / Trade
The percentage of rounds where you contributed in at least one way: a kill, an assist, surviving the round, or trading a fallen teammate within 3 seconds.
Entry OrderRole-Based Site Entry Compliance
How often you entered site in the correct order for your role. Duelists should enter 1st or 2nd. Initiators 2nd or 3rd. Controllers 2nd–4th. Sentinels should always be last.
Clutch RateLast-Alive Win Rate
The percentage of rounds where you were the last player alive on your team and your team went on to win the round. Measures composure and decision-making under pressure.
Lurk RateUnproductive Absence Rate
Percentage of rounds where you were far from the team fight, contributed nothing, and your team lost. Lower is always better. Sentinels and Controllers are exempt from this penalty.
Consolation KillsPost-Wipe Bait Kills
Kills recorded after all 4 teammates were already dead in a losing round while you were away from the fight. These kills had zero impact on the round outcome.

Entry Performance

First KillOpening Pick (Attack)
The first kill of an attack round — shown for context, but not what the Entry score is based on. A Duelist who pushes first and trades instead of getting the literal opening kill is still doing their job.
First DeathOpening Death (Attack)
Dying first while pushing into a site on attack — shown for context alongside First Kill. Judged on attack rounds only.
Attack Entry OrderRole-Based Site Entry Compliance
The actual driver of the Entry score. Checks whether you were among the first to engage — by kill OR death, it doesn't matter which — in the window expected for your role: Duelists 1st or 2nd, Initiators 2nd or 3rd, Controllers 2nd–4th, Sentinels last. A Duelist who lurks and picks off a late kill scores poorly here even though that kill might technically be the round's first — entering late isn't entering, regardless of the outcome.
Retake ComplianceRole-Based Retake Order (Defense)
On defense, entry-order judgment only applies during an actual retake — 2+ defenders regrouping to push a planted site back within a short window of each other. Isolated picks or holding an angle never count against you either way. During a real retake, treat it like an attack entry for your role: Duelists lead the push back in first. Initiators clear the angle with utility before anyone peeks. Controllers smoke the path back to the site before the team commits. Sentinels relay what they know first so the push has information, not just bodies.

Precision

HS%Headshot Percentage
Pure mechanical aim precision — the share of your kills that were headshots. Weighted lowest in the score because smart positioning beats pure aim. A Controller with 10% HS can outvalue a Duelist with 35%.

Advanced Detection

Fake RoundCoordinated Split Detection
A round where the team deliberately split: a smaller group drew defenders while the larger group executed elsewhere. Detected via team location clustering and ability usage patterns.
Consolation Kill FlagPost-Wipe Kill Condition
Applied when: the player was far from where teammates died, all 4 teammates were eliminated before the player scored any kills, and the team lost the round. Kills under these conditions had zero impact on the outcome.
Role AdherenceRole-Based Entry Timing Score
Each agent is mapped to a role and scored on whether site entry timing matched that role. A Killjoy entering first or a Jett entering last both receive a penalty. Correct role adherence contributes to the Entry Order component of Game Sense.

Frequently Asked Questions

What is ACS in Valorant?

ACS stands for Average Combat Score. It is Riot Games' own per-round impact measure that includes kills, damage dealt, assists, and multi-kill bonuses. It is the most widely used single number for measuring a player's raw combat contribution in a Valorant match.

What is KAST in Valorant?

KAST stands for Kill, Assist, Survive, Trade. It is the percentage of rounds in which a player contributed in at least one of those four ways. KAST is widely regarded as the best single measure of round-to-round consistency in Valorant.

What is ADR in Valorant?

ADR stands for Average Damage per Round. It measures the total damage a player deals divided by the number of rounds played. ADR captures chip damage and near-kills that ACS sometimes misses, making it a strong complement to ACS.

How does Difflytics score Valorant players?

Difflytics scores players out of 100 across four pillars: Impact (35 pts) covering ACS, ADR, and KDA; Game Sense (30 pts) covering KAST, entry order compliance, clutch rate, and lurk penalty; Entry (20 pts) covering first kills and first deaths; and Precision (15 pts) covering headshot percentage.

How do I compare two Valorant players?

Enter both players' Riot IDs in the format Username#TAG at the top of this page and click Compare. Difflytics will pull their recent match history and score them head to head across every major stat category.

What is clutch rate in Valorant?

Clutch rate is the percentage of rounds in which a player was the last alive on their team and their team went on to win. It measures composure and decision-making ability under high-pressure, last-man-standing scenarios.