Pro League - Year 4, Split 2

Scores

#
Team
Score
Kills
#
Team
Score
Kills
This ranking has been automatically computed by ALS and includes tiebreaks. Rankings are updated as soon as a game ends, and use partial (ongoing) series results.

Score matrix

#TeamTotal
Score

Games Replays

Any Group - Game #6 Missing - u

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Any Group - Game #5 - World's Edge

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Any Group - Game #4 - World's Edge

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Any Group - Game #3 - Storm Point

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Any Group - Game #2 - Storm Point

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Any Group - Game #1 - Storm Point

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Individual Legends data

Legend Pick rate % Avg. placement Win Rate% Top 5 Rate% Top 7 Conversion Rate% FWR% Total occurrences

FWR% = Fight Win Rate%. Calculation method: Knockdowns/(Knockdowns+Times Knocked).
Legend Pick rate% Avg. placement Win Rate% Top 5 Rate% Top 7 Conversion Rate% FWR% Total occurrences

FWR% = Fight Win Rate%. Calculation method: Knockdowns/(Knockdowns+Times Knocked).

Teams Statistics

Team Games Best P. Avg P. Kills Knocks Times knocked Dmg dealt Dmg taken Dmg diff Ring dmg Rez. Rspn. K/D KA/D Surv. time Top 1s Top 2s Top 3s Top 5s Top 10s Top 15s Top 20s

Players Statistics

Player Games Kills Assists Knocks Times knocked Dmg dealt Dmg taken Dmg diff Ring dmg Rez. Rspn. K/D KA/D Surv. time

Teams Drops


Averages are defined on a team level. Average pick order is not always available, depending on if the information was provided.
Team Total
Team Total
Team Total

Those stats are experimental.
For teams view, the average players distance per ring is computed in 10s buckets if at least 2 teammates have been active in this bucket.
For players view, the average distance is also in 10s buckets, if at least one teammate other than the corresponding player has been active in the team in this timeframe.

Team Ring 1 Ring 2 Ring 3 Ring 4 Ring 5 Ring 6 Average

Abilities Usage Statistics

Looting Statistics

This is still a work in progress. Loot path detection needs to be improved in some cases, wait a few days before trusting the data!
To view Loot pathing for a player, you must select an individual game at the top of the page.
Player Loot TimeView loot path
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Loot Path

Items Statistics

Player
Player

Evo Level 2 Upgrades

Legend Perk Pick Rate% (per legend) Number of picks
Legend Perk Pick Rate% (per legend) Number of picks
Player Level 2 (Blue) Level 3 (Purple) Level 4 (Red)

Time until upgrade is since the beginning of the game for all levels.

Performance Landscape

Original idea by u/Raileyx on the Competitive Apex subreddit.
PV (Player Value): Weighted score based on the player kills per game (x1.3), damage per game (x1) and damage ratio (x0.7)
CV (Carry Value): CV is a measure that relates your PV to the PV of your teammates. The formula is (Your PV)-(average PV of your teammates). A player with score above 15 is considered being a carry.
Absolute PV (Absolute Player Value): A player's simulated playing strength if they played with two perfectly neutral teammates, used to normalize PV to make players comparable between teams.
PV Rank Player Player Value Carry Value Absolute PV. Kills/Game Damage/Game Damage ratio
Original idea by u/Raileyx on the Competitive Apex subreddit.
TV (Team Value): Weighted score based on the team's kills per game (x1.3), damage per game (x1), damage ratio (x0.7), and average placement (x1.5).
Teams are evaluated based on their overall performance metrics relative to other teams.
Rank Team TV Avg Placement Kills/Game Damage/Game Damage ratio

Original idea by u/Raileyx on the Competitive Apex subreddit.

Match Timeline


This timeline represents a activity summary for all players of a team.
- Kills
- Green or red bars represent damage dealt or taken respectively.
- Orange bands represent ring closing times.
- Red bands represent player death times. When the player is respawned, the red bands stops.

Weapons Stats Summary

Weapon Kills Damage Knockdowns FWR% Shots Hits Accuracy Playtime Max kill dist. Max dmg dist.

The number of kills displayed here are the total kills that happened in a game, regardless of awarded or not. If the killer got eliminated before being awarded their kill, the number of kills displayed on this tab may be higher than the total kills displayed in the other stats tabs.
Abilities kills are also not displayed in this table.
Weapons kills count are based on the weapons used to down the player, not the weapon used to finish the downed player.
FWR% = Fight Win Rate%. Calculation method: Knockdowns/(Knockdowns+Times Knocked), based on when the attacker/victim was using the corresponding weapon.

Hits are based either on the number of bullets, or the number of pellets if applicable (Shotguns, Triple Take, Charge Rifle).