Two Stat Lines, Side by Side

Type in the numbers for two players — you and a teammate, or you now versus you last season — and see their kills, deaths, K/D and win rate laid out side by side.

Player Compare

Two players side by side across eight metrics, with the leader on each row marked.

The two players

Player A

Player B

Comparison

Ahead on more metrics —
Rows won —

Metric by metric

    Formula

    K/D        = kills ÷ deaths
    win rate   = wins ÷ (wins + losses) × 100
    per match  = kills ÷ (wins + losses)
    per hour   = kills ÷ hours

    Example: A at 1,200/1,000 is a 1.20 K/D against B at 900/850 for 1.06 — A leads that row, but B may still lead on kills per hour.

    There is no stats API behind this. You read both profiles in-game and type them in, and every derived figure is then exact arithmetic on what you entered.

    //- 01 - HOW IT WORKS

    HOW IT WORKS

    1. Gather both sets of numbers. For a fair comparison, take each player’s kills, deaths, wins and matches from the same kind of sample — the same game mode and a similar period, pulled from the same place.
    2. Enter one player on each side. Type the first player’s figures into one column and the second player’s into the other, exactly as they stand.
    3. Compare the lines. The tool sets the two stat lines side by side and works out each player’s ratios — K/D and win rate — so you are comparing rates, not just whoever happened to play more matches.
    Both stat lines, gathered fairly.
    //- 02 - HOW TO READ YOUR RESULT

    HOW TO READ YOUR RESULT

    • Rates beat raw totals. If one player has three times the matches played, of course their kills are higher. K/D and win rate are the fair ground, because they already account for how much each player has played.
    • Match the samples, or ignore the result. A ranked season against a casual weekend, or 200 matches against 20, is not a comparison — it is two different stories printed next to each other.
    • Roles explain a lot. An entry fragger is supposed to take more fights, and more deaths, than an anchor or a support. A difference in the numbers often says more about the jobs the two players do than about who is ‘better’.
    • Use it on yourself. Last season versus this season is one of the most honest comparisons this tool can make — same player, same habits, and any real improvement shows up in the open.
    Rates, not raw totals.
    //- 03 - WHEN TO USE THIS TOOL

    WHEN TO USE THIS TOOL

    Use it to settle the oldest argument in any stack — who is actually playing better — with rates instead of whoever had the biggest single game. Use it when you are choosing a duo partner for a ranked push and want the decision based on comparable numbers rather than chemistry alone. Use it after a role swap: an entry player who moves to support should expect their line to change shape, and comparing before and after shows what the swap really cost and gained. And use it on yourself across seasons whenever ‘I think I’ve improved’ needs to become a claim you can point at.

    Settling the oldest argument in the stack.
    //- 04 - A WORKED EXAMPLE

    A WORKED EXAMPLE

    Example (illustrative). Player A enters 300 kills, 250 deaths, 60 wins and 110 matches: a K/D of 1.20 and a win rate of about 54.5%. Player B enters 90 kills, 100 deaths, 18 wins and 40 matches: a K/D of 0.90 and a win rate of 45%. On raw kills A looks three times the player, but that gap is mostly the 110 matches against 40. The rates are the fair read — A ahead on both measures, by a real but unspectacular margin — and even they come with a warning label: B’s line rests on a much smaller sample, so a single strong week could move B’s figures far more than A’s. Comparing is step one; asking how much evidence sits behind each side is step two.

    Three times the matches, not three times the player.
    //- 05 - COMMON MISTAKES

    COMMON MISTAKES

    • Comparing raw totals. More matches means more kills, more deaths and more wins. Raw totals mostly measure who played more, which is why the tool reduces both lines to rates before asking you to judge them.
    • Taking each side from a different place. One player’s season ranked line set against the other’s casual totals from a screenshot is not a comparison. Same source, same mode, similar period — anything less produces a tidy table that means nothing.
    • Ignoring the jobs. A support who plants, drones and watches flanks will post a quieter line than the entry they enable. Read the numbers alongside the roles, or you will keep concluding that the player doing the invisible work is the weak link.
    • Treating a tiny sample as a verdict. Ten matches can make anyone look like a star or a passenger. If one side of the table rests on a weekend, the honest conclusion is that there is not enough evidence yet — play more, then compare again.
    A tidy table that means nothing.
    //- 06 - GOOD TO KNOW

    GOOD TO KNOW

    Both stat lines are typed in by you. This tool cannot look a player up by username, fetch a live profile, or pull anything from Ubisoft — it simply arranges and compares the figures you give it. That makes the quality of the comparison entirely your responsibility: numbers taken from different sources, different modes or wildly different sample sizes will produce a table that looks precise and means nothing. Same source, same mode, similar period — follow that and the comparison is worth reading.

    The quality of the comparison is on you.
    //- 07 - FREQUENTLY ASKED QUESTIONS

    Straight answers

    Setting Up a Fair Comparison

    No. There is no lookup and no live profile data behind it. You enter both players’ numbers yourself, from wherever you normally read your own stats — scoreboards, season totals or your own records.

    The ones you can get for both players from the same source: kills, deaths, wins and matches played are the solid base, because they produce the K/D and win rate figures that make different-sized samples comparable.

    One place, the same place, for both sides: the same source, the same mode, and a similar period. One player’s ranked season line set against the other’s casual totals from a screenshot is not a comparison — it is a tidy table that means nothing.

    Similar is the standard — they do not need to match exactly, but they should be the same order of magnitude. A 200-match line against a 20-match line lets one strong week move one side far more than the other, and the tool cannot correct for that. If one side is much smaller, treat the result as provisional.

    You can enter the numbers, but the table will mislead you. Ranked and casual matches are different kinds of games, played at different intensity against different opposition. Compare ranked with ranked or casual with casual, or expect the comparison to say more about the modes than about the players.

    Reading the Result

    Yes — enter last season’s line as one player and this season’s as the other. As long as the two samples are a similar size and from the same mode, it is a clean way to see whether you have actually improved.

    Because they have played far more matches. Raw totals mostly measure volume — more matches means more kills, more deaths and more wins. K/D and win rate are the fair ground precisely because they divide that volume away and compare rates instead.

    A great deal. An entry fragger is expected to take more fights — and more deaths — than an anchor or a support, and the player planting, droning and watching flanks will post a quieter line than the entry they enable. Read the numbers alongside the jobs, or you will keep concluding that the player doing the invisible work is the weak link.

    A cautious, provisional one. Ten matches can make anyone look like a star or a passenger, so if one side of the table rests on a weekend, the honest conclusion is that there is not enough evidence yet. Play more, then compare again — the table will still be there.

    Then the honest answer is that, on these measures, the players are level — and that is a real result, not a failed comparison. Differences that small are inside the noise of sample size and opposition anyway. If you still need a tiebreaker, it lives in the things this table cannot see: roles, communication, and the rounds the stats never credit.

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