Offangle explained

VALORANT replay analysis, explained.

Offangle turns a supported Competitive replay into a readable report about your aim, gunplay, duels, weapons, and teamplay. This guide explains what each metric measures and how to use it to choose your next practice focus.

How Offangle analyzes a replay

Offangle currently supports ranked Competitive replays. The analyzer reconstructs the match from replay events, including player movement and vision-blocking abilities, then projects that information onto a 3D map model. Ray casts identify when an opponent is actually visible from the player’s point of view. That verified first contact becomes the reference point for timing, crosshair, shot, duel, and trade measurements.

  1. 1. Reconstruct Replay events are placed on the map with player movement and relevant visibility blockers.
  2. 2. Verify contact Visibility ray casts find when an opponent can be seen, rather than assuming every shot is comparable.
  3. 3. Explain patterns Measured events become readable metrics, comparisons, trends, and practice clues.

Scoreboard metrics

The scoreboard keeps familiar match results next to Offangle’s mechanical analysis, so you can connect what happened to why it happened.

ACS

What it measures
The combat score reported for the player in the analyzed match.
How to interpret it
Use it as a broad combat-output summary, then inspect the mechanical and teamplay sections for more actionable detail.
Direction
Higher usually means more combat impact.
Keep in mind
ACS is a match-result statistic, not an Offangle aim measurement.

K / D / A and K/D

What it measures
Kills, deaths, and assists are shown together; K/D is kills divided by deaths in dashboard trends.
How to interpret it
Pair the ratio with round context, opponents, and tradeability instead of treating it as a complete performance score.
Direction
Higher K/D is generally better.
Keep in mind
A small number of rounds can make ratios swing sharply.

ADR

What it measures
Average damage per round for the player.
How to interpret it
Higher ADR indicates more damage contributed across rounds, even when that damage did not become a kill.
Direction
Higher is generally better.
Keep in mind
ADR does not explain target selection, timing, or whether teammates converted the damage.

First kills and first deaths

What it measures
The player’s opening kills and opening deaths in the match, shown as FK–FD.
How to interpret it
Compare both sides of the opening-duel result: frequent first deaths may point to positioning or timing issues, while first kills show opening impact.
Direction
More first kills and fewer first deaths are generally favorable.
Keep in mind
Opening fights are role- and strategy-dependent, so read them alongside duel and teamplay context.

Aim metrics

Aim metrics isolate what happens from the moment an opponent can first be seen. They are designed to answer whether your crosshair, timing, and shot discipline were ready for the fight.

Aim Score

What it measures
A versioned composite score from 0 to 100 that summarizes overall aim performance.
How to interpret it
Use it as a quick directional summary, then open the component metrics to find the practice target.
Direction
Higher is better.
Keep in mind
A score can be provisional or have limited reliability; the displayed reliability and definition version matter.

Reliability and provisional status

What it measures
Reliability communicates how much usable evidence supports an Aim Score; provisional marks a score produced under a provisional definition or state.
How to interpret it
Treat a low-reliability or provisional score as a useful signal, not a precise ranking.
Direction
Higher reliability means more confidence in the summary.
Keep in mind
Reliability is not another aim skill and should not be compared like accuracy.

Crosshair placement

What it measures
The median angular distance, in degrees, between the crosshair at first contact and the enemy head at first damage.
How to interpret it
A smaller angle means the crosshair started closer to head level when the fight became actionable.
Direction
Lower is better.
Keep in mind
It is a median, so it describes the typical measured engagement rather than every peek.

Time to damage (TTD)

What it measures
The time between first contact—when the opponent becomes visible—and the player’s first damage against that opponent, shown in milliseconds.
How to interpret it
Lower TTD usually means you recognized and acted on the opening more quickly.
Direction
Lower is better.
Keep in mind
Only engagements with a verifiable first contact and measurable outcome contribute.

Time to kill (TTK)

What it measures
The time between first contact and the enemy’s death in successful measured engagements, shown in milliseconds.
How to interpret it
Lower TTK suggests faster conversion after the opponent became visible.
Direction
Lower is better.
Keep in mind
It only describes successful engagements and is affected by weapon, distance, damage, and teammate involvement.

Rifle first-shot accuracy

What it measures
The hit rate for eligible first shots from the Bulldog, Guardian, Phantom, Vandal, and Warden.
How to interpret it
It is a focused read on initial precision before a burst or spray develops.
Direction
Higher is better.
Keep in mind
It excludes non-standard rifles and is reported only when eligible shots exist.

Enemy-spotted accuracy

What it measures
Hits divided by eligible shots fired while an enemy was visible, across the analyzed weapon breakdown.
How to interpret it
Higher values indicate that more enemy-visible shots connected.
Direction
Higher is better.
Keep in mind
It is not total-bullet accuracy: shots fired while an enemy was not visible are not part of this measured population.

Movement accuracy

What it measures
The share of eligible shots without a detected movement violation: one minus movement-violation shots divided by eligible shots.
How to interpret it
Higher values indicate better shot discipline while moving or stopping for a shot.
Direction
Higher is better.
Keep in mind
This measures movement discipline, not whether the bullet hit the enemy.

Duel metrics

Duels reorganize the same evidence around a specific opponent, helping you find recurring matchups instead of hiding them inside a single average.

Opponent record

What it measures
Kills, deaths, encounter count, and an ahead/even/behind outcome for each opposing player.
How to interpret it
Use repeated encounters to identify who consistently gains the first advantage.
Direction
More kills, fewer deaths, and an ahead outcome are generally favorable.
Keep in mind
One encounter is not a stable matchup trend.

Duel timing

What it measures
Per-opponent crosshair placement, time to damage, and time to kill for measured engagements.
How to interpret it
Compare the opponent-specific values with your overall aim values to separate a general issue from a matchup issue.
Direction
Lower crosshair distance, TTD, and TTK are better.
Keep in mind
Unavailable or limited samples should not be read as a zero.

Duel gunplay and hit distribution

What it measures
Enemy-visible accuracy, movement accuracy, weapon and firing-pattern breakdowns, and hit locations for the selected opponent.
How to interpret it
Look for a weapon, range, or body-region pattern that explains why the matchup was won or lost.
Direction
Higher accuracy and movement accuracy are better; head-hit share is context-dependent.
Keep in mind
The same eligible-shot and sample-size rules apply as in the weapon view.

Weapon metrics

Weapon analysis turns a single accuracy percentage into a view of how you actually used each gun.

Eligible shots and hits

What it measures
Eligible shots are shots fired while the enemy was visible; hits are successful hits within that measured set.
How to interpret it
Always read the percentage together with its shot count. More observations make a comparison more stable.
Direction
Higher accuracy is better; a larger sample improves confidence rather than performance.
Keep in mind
Eligible shots are not total weapon usage.

Enemy-spotted and movement accuracy

What it measures
Per-weapon enemy-spotted accuracy is hits divided by eligible shots; movement accuracy is the share without movement violations.
How to interpret it
Use the pair to distinguish aim execution from firing while still moving.
Direction
Higher is better for both.
Keep in mind
A limited sample is labelled instead of being presented as a reliable benchmark.

Tap, burst, spray share, and Vandal utilization

What it measures
The percentage of eligible shots classified as taps, bursts, or sprays for supported rifles; public rank charts also show how Vandal shots are distributed across those patterns and distance bands.
How to interpret it
Compare firing choices with distance and accuracy to see whether your pattern fits the engagement.
Direction
There is no universally best mix; effectiveness depends on range and weapon.
Keep in mind
Some shots may remain unclassified and not every weapon has this breakdown.

Distance bands

What it measures
Firing-pattern usage is grouped into 0–15 m, 15–30 m, and 30+ m bands.
How to interpret it
Use the bands to decide whether your tap, burst, or spray choice changes appropriately with range.
Direction
No single distance or pattern is inherently better.
Keep in mind
A band may have too few observations for a dependable cohort comparison.

Body-hit distribution

What it measures
Successful eligible hits grouped into head, torso, arms, legs, feet, and unknown regions.
How to interpret it
Use it to spot where connected shots land and whether crosshair placement practice is reaching the target.
Direction
More head hits can be useful context, but the best distribution depends on the fight.
Keep in mind
It describes hits, not every shot fired.

Teamplay and trades

Trades measure whether a team converted the short window after a death. They describe coordination around a fight, not just individual aim.

Trade opportunities and opportunities / round

What it measures
A trade opportunity exists when a teammate can engage the killer within three seconds of a teammate’s death; opportunities / round is that count divided by analyzed rounds.
How to interpret it
More opportunities mean more moments where spacing or timing could create a trade.
Direction
Context-dependent; opportunities are chances, not successes.
Keep in mind
No opportunity is recorded when the event cannot be scored or the teammate was last alive.

Trade attempts

What it measures
An attempt is recorded when a player shoots, damages, eliminates, or makes a committed peek toward the killer within the three-second window.
How to interpret it
Trade attempt rate shows how often available opportunities became deliberate actions.
Direction
Higher attempt rate can be favorable when opportunities are genuinely playable.
Keep in mind
An attempt is not automatically successful.

Successful, unsuccessful, and failed trades

What it measures
Attempts are separated into successful conversions, unconverted attempts, and lost attempts where the attempting player died.
How to interpret it
Use the outcome split to distinguish hesitation from execution under pressure.
Direction
Higher success and lower lost or unsuccessful rates are generally favorable.
Keep in mind
The outcome is only evaluated for attempts that can be scored.

Tradeable death and traded death

What it measures
Tradeable death rate is the share of assessed deaths with a teammate opportunity; traded death rate is the share of analyzed deaths followed by a teammate elimination of the killer.
How to interpret it
Compare them to see whether available recovery windows were actually converted.
Direction
Higher traded-death rate is generally favorable; tradeable-death rate is a context measure.
Keep in mind
Unknown deaths, last-alive deaths, and unscorable active episodes are shown as coverage limits.

Heatmaps

Heatmaps add location and round-side context to your fights. On supported maps, switch between all rounds, attacker rounds, and defender rounds.

Alive time and playtime

What it measures
The amount of time the player stayed alive in each mapped region.
How to interpret it
Use it to see where you spend time and which areas are actually part of your match experience.
Direction
Neither higher nor lower is inherently better.
Keep in mind
More time in a region does not by itself mean better positioning.

Rounds, kills, and deaths

What it measures
Mapped region totals for rounds played, kills, and deaths.
How to interpret it
Use the counts to understand how much evidence supports a region’s result.
Direction
Counts are context, not a score.
Keep in mind
Small regional samples can make the next fight disproportionately important.

Regional K/D

What it measures
Kills divided by deaths for each map region, optionally filtered by round side.
How to interpret it
A region above 1.0 has more kills than deaths in the mapped sample; compare it with alive time and counts.
Direction
Higher is generally better.
Keep in mind
Regions with no kills or deaths have no meaningful K/D value.

Data quality and limitations

Replay analysis is evidence-based, not a perfect account of every intention or decision. A value can be missing because the replay did not contain enough eligible evidence, an event could not be verified, or a metric does not apply to that selection.

Eligible
The event passed the conditions needed for a metric to be considered.
Measured
An eligible event produced a value that could be included in an aggregate.
Censored
The replay ended or the event changed before the requested outcome could be observed.
Ambiguous
The replay contained conflicting or insufficient evidence to assign the event confidently.
Unavailable
There is no usable value for the selected match, player, weapon, cohort, or sample.
Middle 50%
The interquartile range from the 25th percentile to the 75th percentile, used to show the middle half of observations.
Reliability
A confidence signal for how much usable evidence supports a summary such as Aim Score.
Definition version
The version of the metric or scoring definition used to produce a result; versions can change how future results are calculated.

Public rank benchmarks are aggregate observations from replays submitted to Offangle. They are not statistics for Riot’s complete global playerbase and may not represent every region, role, rank, or play style. Use them as directional context, not a promise of what a player should score.

Ready to inspect a match?

Upload a supported replay to see these measurements in context, or browse the public dataset to understand how rank-level trends are aggregated.