Every stat, badge and label on the site in plain words. On any page, hover a label (or tap it on a phone) for the short version.
Offseason · last match Aug 9, 2026EntryData’s own player score, on a roughly 0–100 scale where 50 is an average player. It is a player’s own effect from a regression that holds role, opponent, map and mode constant, so it is not K/D or any single stat: two players with the same raw numbers can have different ratings if they played different roles, opponents or maps. Every season is rated within its own pool of players, so compare standing from season to season, not the raw number.
Cards are grouped by ED Rating: SUPERSTAR from 85, STAR from 75 up to 85, PRO below 75. Because ratings are set against each season’s own players, 85 is about 1.4 standard deviations above that season’s average and 75 about 1.0, which keeps the top tier rare.
Where the player sits on that season’s ED Rating leaderboard, 1 being the highest. BO6 has no rank because its table only holds players who were also rated in BO7.
A companion to the ED Rating that also accounts for how strong the player’s teammates were. A positive number means the player rates higher once their teammates are accounted for; a negative one means some of their number reflects a strong supporting cast.
The ED Rating computed separately for Hardpoint, Search & Destroy and Overload. Each mode’s number is on that mode’s own scale (50 is an average player in that mode), so compare a player across modes by how far above 50 they are, not by the raw numbers.
A two-way proxy for role, not a scouted position. Within each team, players are ranked by average Hardpoint hill time; the top two are Anchors and the rest Slayers. It is re-ranked per team, so a player can change role after a trade.
The weapon class a player mainly runs, from a hand-kept list. It is shown when we have it and left out when we do not.
Flags the top ~15% of qualifying players by first-blood rate in Search & Destroy (first bloods per round). Players with very few rounds are left out first, so a short hot streak cannot outrank a full-season starter.
Flags the top ~15% of players with at least one 1v2-or-harder round win this season. It is a raw count, not a rate, because the box score records clutch wins but not attempts.
Kills over deaths, added up across every map of the season. Hardpoint produces far more kills than Search & Destroy, so a season K/D leans toward the modes with more kills.
Damage dealt per 10 minutes of playtime. It covers Hardpoint, Control and Overload only: Search & Destroy is played in rounds and the data records no playtime for it, which is why S&D has its own damage stat. Damage is not comparable across titles; a kill took about a third less damage in Black Ops 6 and 7 than in Modern Warfare III.
Average damage dealt per Search & Destroy round. It is the damage stat for the mode that DMG/10 leaves out.
The season’s highest killstreak in a single map. It is blank for Black Ops 6, a field the data barely recorded that season. Streaks longer than the player’s kills on that map are treated as data errors and left out.
The number of 1v2-or-harder rounds the player won as the last one alive. It is a raw season count; the highest total seen so far is 13.
Series won and lost with the team the player was on in that season.
The share of a player’s kills that were not trades. A trade is a kill that answers a teammate who has just been killed, so a high share means more of the player’s kills were made on their own rather than as a response.
One bar per week of the season, showing how the player’s K/D moved. Weeks with very few maps are noisy.
First bloods per round in Search & Destroy (per round, not per map, since every round has its own first blood).
In Search & Destroy, the team that gets the first kill of a round wins that round far more often. The value of a first blood is the gap between a team’s chance of winning the round after getting the first kill and after giving it up, in percentage points of round-win probability.
Six stats shown as a rank among that season’s players with 20 or more maps: K/D, damage, S&D damage, first-blood rate, non-traded kills and clutch wins. A full bar means the best in the league on that stat and an empty one the worst; the dashed ring on the radar is the middle of the pack. A missing stat is left blank rather than counted as zero.
The three players whose newest rated season looks most like this player’s across K/D, damage, S&D damage, first-blood rate, non-traded kill share and mode ratings. 100% would be an identical profile; two random players match about 37%.
A chronological Elo rating over match series, not maps. Every team starts at 1500; a win moves the rating up and a loss down, by more when the result was a surprise.
A logistic regression on the difference in team ratings, rest days and mode gives a chance to win each map, and those are combined across a best-of-5 to get a series number. The Predictions page scores it against what happened.
A series played to three map wins. The league’s regular series are best-of-5; Major finals and the Championship final are longer (best-of-7 and best-of-9).
The mean ED Rating of a roster’s players, using each player’s most recent rated season. It is a quick read on roster strength before a season has data.
Majors are double-elimination. A team that has not lost is in the winners bracket; after one loss it drops to the losers bracket. The grand final is between the two bracket winners.
The four game modes: Hardpoint (HP), Search & Destroy (S&D), Overload (OVL) and Control (CTRL).
Wins out of maps played, with a smaller range underneath. The range is how far the true win rate could plausibly be from what was seen: with only a few maps it is wide, so treat it as a hint, not a fact.
Players are ranked on a map by the average of their K/D and damage, each measured against the rest of the league on that map and mode. Only players above average are listed.
On the veto board, each bar compares two teams' win rates on a map in a mode, pulled toward 50% when a team has played it only a few times. A team "wants" a map when it has an edge of at least 8 points; "both want it" means both teams win at least 60% there.
The deciding map of a series. It is not picked at random: it follows the veto, so the favourite does not always get a fair one.
Nothing matches that. Try a stat name like K/D or clutch.
Ratings and the maths behind them are written up in full on the Methodology page.