Public benchmarks · All time
VALORANT aim benchmarks by rank
Explore mechanical skill across every rank analysed by offangle.pro.
About this dataset These are aggregate observations from replays submitted to offangle.pro, not statistics for Riot’s complete global playerbase. The sample may not represent every region or player.
Average time to damage
Time from first contact until the player first damages their opponent.
| Rank | Average | Sample |
|---|---|---|
| Iron 1 | 818 ms | 288 |
| Iron 2 | 843 ms | 715 |
| Iron 3 | 785 ms | 1,140 |
| Bronze 1 | 764 ms | 2,336 |
| Bronze 2 | 731 ms | 3,499 |
| Bronze 3 | 700 ms | 2,896 |
| Silver 1 | 707 ms | 3,828 |
| Silver 2 | 685 ms | 3,493 |
| Silver 3 | 659 ms | 2,519 |
| Gold 1 | 664 ms | 4,367 |
| Gold 2 | 634 ms | 4,139 |
| Gold 3 | 635 ms | 3,850 |
| Platinum 1 | 626 ms | 6,949 |
| Platinum 2 | 621 ms | 6,381 |
| Platinum 3 | 611 ms | 5,212 |
| Diamond 1 | 585 ms | 8,296 |
| Diamond 2 | 588 ms | 9,459 |
| Diamond 3 | 572 ms | 11,067 |
| Ascendant 1 | 571 ms | 21,693 |
| Ascendant 2 | 567 ms | 21,601 |
| Ascendant 3 | 556 ms | 16,217 |
| Immortal 1 | 549 ms | 17,128 |
| Immortal 2 | 544 ms | 2,702 |
| Immortal 3 | 537 ms | 781 |
| Radiant | 483 ms | 158 |
Lower is better. Hover or focus the chart for exact values.
Crosshair placement
Average match median distance from first contact to opponents head at first damage.
| Rank | Average | Sample |
|---|---|---|
| Iron 1 | 9.6° | 14 |
| Iron 2 | 8.9° | 36 |
| Iron 3 | 7.5° | 58 |
| Bronze 1 | 8.5° | 114 |
| Bronze 2 | 8.4° | 163 |
| Bronze 3 | 7.5° | 128 |
| Silver 1 | 7.2° | 178 |
| Silver 2 | 7.6° | 153 |
| Silver 3 | 7.0° | 115 |
| Gold 1 | 6.6° | 220 |
| Gold 2 | 6.1° | 205 |
| Gold 3 | 6.2° | 184 |
| Platinum 1 | 6.0° | 323 |
| Platinum 2 | 5.9° | 287 |
| Platinum 3 | 5.8° | 236 |
| Diamond 1 | 5.6° | 389 |
| Diamond 2 | 6.1° | 466 |
| Diamond 3 | 5.9° | 570 |
| Ascendant 1 | 5.8° | 1,099 |
| Ascendant 2 | 5.7° | 1,082 |
| Ascendant 3 | 5.4° | 776 |
| Immortal 1 | 5.2° | 833 |
| Immortal 2 | 5.2° | 129 |
| Immortal 3 | 4.9° | 36 |
| Radiant | 4.5° | 7 |
Lower is better. Hover or focus the chart for exact values.
Vandal firing-pattern utilization
The share of visible-enemy bullets classified as taps, bursts, or sprays at each rank.
| Rank | Shots | Tap | Burst | Spray |
|---|---|---|---|---|
| Iron 1 | 893 | 1.9% | 18.0% | 80.1% |
| Iron 2 | 2,519 | 6.2% | 30.8% | 63.0% |
| Iron 3 | 3,425 | 4.5% | 30.2% | 65.2% |
| Bronze 1 | 7,767 | 5.0% | 32.1% | 62.9% |
| Bronze 2 | 10,394 | 3.6% | 32.7% | 63.7% |
| Bronze 3 | 8,220 | 3.7% | 32.7% | 63.6% |
| Silver 1 | 11,382 | 4.4% | 39.1% | 56.4% |
| Silver 2 | 10,309 | 3.9% | 33.9% | 62.2% |
| Silver 3 | 9,062 | 4.0% | 37.0% | 59.0% |
| Gold 1 | 13,133 | 4.8% | 40.0% | 55.3% |
| Gold 2 | 12,465 | 4.3% | 39.1% | 56.6% |
| Gold 3 | 10,923 | 4.8% | 39.5% | 55.7% |
| Platinum 1 | 23,295 | 5.0% | 40.1% | 54.9% |
| Platinum 2 | 20,201 | 5.0% | 41.8% | 53.2% |
| Platinum 3 | 17,489 | 4.9% | 42.5% | 52.7% |
| Diamond 1 | 26,721 | 5.7% | 44.9% | 49.5% |
| Diamond 2 | 28,180 | 5.9% | 45.1% | 49.0% |
| Diamond 3 | 34,890 | 6.8% | 46.3% | 46.9% |
| Ascendant 1 | 64,274 | 6.7% | 43.8% | 49.6% |
| Ascendant 2 | 63,913 | 6.7% | 45.4% | 47.9% |
| Ascendant 3 | 44,265 | 7.6% | 46.6% | 45.8% |
| Immortal 1 | 47,192 | 7.5% | 47.3% | 45.2% |
| Immortal 2 | 7,609 | 7.0% | 46.9% | 46.2% |
| Immortal 3 | 2,367 | 7.9% | 48.9% | 43.2% |
| Radiant | 223 | 13.9% | 52.0% | 34.1% |
Tap is one shot, burst is 2–4 consecutive shots, and spray is 5 or more.
How to read these charts
Definitions and aggregation notes for All time.
Time to damage
Measured engagements are weighted by their sample count. Lower values mean faster first damage after contact.
Crosshair placement
Match medians are weighted by contributing matches. Lower angular distance means the crosshair began closer to head level.
All-time data
Season aggregates are combined by engagement, match, or shot counts rather than by a simple average of seasons.
Explore the research
Every metric as a ranked table, with the method behind it.
