
Statistics
Season totals
| Combat | Damage | Bluezone | Self-inflicted | Drive-by | Vehicles | Support | Utility | Mortar | Movement | |||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Landings
How each team gets from the plane to its first loot. Every landing is one player's, so a squad of four lands four times a game. A player landed next to a vehicle when they got into one within 10 seconds of touching down. Their looting spot is the first place out of a vehicle where they stayed 30 seconds, picked up five items or found a main weapon, and a drive-in is reaching it by vehicle from at least 250 m away: by choice when a parachute could have reached it, forced when it was more than 1.7 km from the plane's path. Out of reach counts every landing whose spot was that far, driven to or glided. The deeper the blue, the more often. Hover a header for how it's counted, or a cell for the numbers behind it.
| Lobby average |
Loot
What each team does with its kills, its kit and its spare items. Crates looted is the share of the team's kills whose death crate it took anything from, with the time from the kill and the items taken beneath. Kitted is the share of landings that reached the chosen kit and the median seconds to get there: Armed is a main weapon and any armour, Standard adds level 2 everywhere and a sight, Full a second main with both guns fitted for their class. Items shared are drops a teammate picked up within 5 m and 30 seconds; trunk shares went through a vehicle. The deeper the blue, the more. Hover a header for how it's counted, or a cell for the numbers behind it.
| Lobby average |
Inventory
What each team's living players were carrying when each circle was announced, per player: spare rounds of every calibre together, heals, boosts, throwables, or the average of vest and helmet level, by the switch. Rebuilt from every pickup, drop and use in the game the same way the replay's inventory panel is; spare ammo is exact at each reload and within a magazine between them. The deeper the blue, the more the team carried compared to the lobby at that circle. Means over fewer than three games are muted.
| Spare rounds per player | |||||||||
|---|---|---|---|---|---|---|---|---|---|
Survival
How far into the match each team lives: the share of its games it was still alive when each circle was drawn, with the squad it had left beneath. A team that won a game outlived every circle that game never reached. Cells are coloured against the lobby's mean at that circle, greener for outliving it. The Mean is the circle the team survived to, averaged over its games. Means over fewer than three games are muted.
| Alive at circle | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
Safezones
How far each team was from the new safezone the moment it was drawn, circle by circle. A team is its best-placed living player; the value is in circle radii, where 1.00r is exactly on the edge, with the metres from the edge beneath it. Means over fewer than three games are muted.
| Distance to the new safezone at announce | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
Bluezone
What each circle cost each team: the health the zone took from the whole squad per game, with the squad's time in the blue beneath it. A tick counts against the circle that was announced when it landed, and a game counts for a circle only if the team was still alive to see it. Means over fewer than three games are muted.
| Zone damage per game | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
Fights
Where in the match each team fights: the share of its games it exchanged any enemy damage in, circle by circle. The wash is density, not a verdict, and it is read down a column: the deeper the blue, the more often the squad fought there compared to the rest of the lobby at that circle. Beneath is how those fights went, per game fought: the damage the squad dealt to enemies minus what it took from them, or either half by the switch; hover a cell for all three. Self and team damage are left out. A hit counts against the circle that was announced when it landed, a game counts for a circle only if the team was still alive to see it, and the Average is per circle seen. Means over fewer than three games are muted.
| Fought in share of games | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
Head to head
Who hurt whom over the season: each row is a team dealing damage, each column a team taking it, or players on both sides by the first switch. The second flips the square, so the rows take the damage and the columns deal it. The Total column is the row's season damage and the Total row the column's, both whatever is searched or hidden. The deeper the blue, the more health changed hands between the two, on one scale for the whole square. Self and team damage are left out, so the diagonal is blank. Search narrows the rows; the Columns menu hides columns, for reading who hit one team or player, or whom one hit.
| Damage dealt to | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Total | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |