You
#Your own number from your last 40 fours (4on4 games with a demo) on the Den or LA servers. Every number on the coach that says "you" comes from those 40 games. Older games do not count.
Every stat on DeepFrag, in plain words. No formulas unless you want them. If a word on your coach page confused you, it is on this page.
Read these five first. Every card on the coach uses them.
Your own number from your last 40 fours (4on4 games with a demo) on the Den or LA servers. Every number on the coach that says "you" comes from those 40 games. Older games do not count.
The number a player has when they are just good enough to move up one level. Match it and you are doing that one thing like a player one level above you.
The middle player at your level. Half the players at your level are above this number and half are below. If you are under it, this stat is behind even your own level.
Your belt. It comes from one number: how much you help your team win compared with an average player, over your last 40 fours. L1 Survive, L2 Stack, L3 Fight, L4 Control, L5 Carry.
The two stats you must reach to move up a level. Each gate has a target (the promotion line). Pass both and the coach says you are ready to move up.
The single thing the coach wants you to work on right now. Not a list. One thing.
The one habit to actually do in the game to move the focus stat. Say it on comms, do it every spawn.
On one map your play can match a different level than your overall one. "Plays like L2" on e1m2 means: on that map you play like a Level 2 player, even if you are L3 overall.
"Map" means the targets on that tab come from players who have played that map a lot (8 or more games), so a one-red map is judged against one-red-map play. "Pooled" means not enough players have a baseline there yet, so the targets come from all maps together.
Frags, stack, armor, the items. If you play Quake you know these, but this is exactly how we count them.
Your score. You get one frag for every enemy you kill. You lose one when you kill yourself (a suicide, like discharging in water) or kill a teammate.
Enemies you killed. Kills minus your suicides and teamkills is your frags.
How many times you died, from anything: an enemy, lava, a fall, your own rocket, a teammate.
Damage given is how much health and armor you took off enemies, added up over the game. Damage taken is how much they took off you. 100 damage is one fresh spawn.
How much punishment you can take right now: your health plus what your armor will soak up. 100 health with a full red is a stack of about 300; a fresh spawn is 100. On this site "stacked" means 150 or more.
Green (GA) is 100 armor that soaks 30% of each hit. Yellow (YA) is 150 that soaks 60%. Red (RA) is 200 that soaks 80%. Red is the big one: it is the difference between dying to two rockets and surviving five. An armor comes back 20 seconds after it is taken.
A health pack that takes you to 250 health, which then ticks back down to 100. It comes back 20 seconds after your health is back at 100. Megas are the second stack item after red.
Quad damage: four times damage for 30 seconds. It spawns every 60 seconds, so a 20-minute game has 20 of them. A quad rocket kills a fresh spawn in one hit. It is the item that decides the most fours games.
Pentagram of protection: 30 seconds where you take no damage at all. It spawns every 5 minutes on the maps that have one (dm3, schloss). Nothing hurts a pent player, so the play against one is to run, hide the items, and count the 30 seconds.
Ring of shadows: 30 seconds of being nearly invisible. Only dm3 and schloss have it. Good for stealing a red or sneaking up on the quad room.
Rocket launcher and lightning gun, the two weapons that decide fights. A direct rocket does 100 to 120 damage and its splash hurts everyone near it. The LG does 30 per cell, 10 cells a second, with no splash. "Armed" on this site means carrying one of them.
Quake's ruler. Every distance in the game is measured in units. A player is 56 units tall and 32 wide. You run at 320 units a second, so 650 units is about two seconds of running. A rocket flies 1,000 units a second and the lightning gun reaches 600 units.
Big items come back on a schedule: armors and megas 20 seconds after they are taken, quad 60 seconds after it was taken, pent 5 minutes. Good teams say the take time out loud on comms and add the respawn. Being "on the timer" means you were standing there when it came back, not walking past it later.
Who took the armor. In 4on4 the team that owns the reds owns the map.
Out of all the red armors anyone took in the game, the share you took. If the game had 60 red pickups and you took 9, your share is 15%. Eight players share the reds, so an equal cut is 12.5%.
Same idea as share of the reds, but for yellow armor. Yellows are cheaper and there are more of them, so this is about restacking after every death instead of running back in naked.
How many reds you picked up in a game. We show it because everyone knows what 8 reds means, but the coach uses share of the reds instead, because a two-red map hands out twice as many.
How many yellows you picked up in a game. Shown for reference; the coach uses the share.
Of the reds you took, the share you took right as it came back. That means you were there on purpose, on the clock, not walking past it half a minute later. A late red is one the enemy could have had.
How many megas you took. A mega makes you a two-rocket problem instead of a one-rocket problem. Shown on the game cards, not coached.
The item that decides fours. Showing up, taking it, and turning it into frags are three different stats.
How many quads you picked up in a game. There are 20 in a game, spread across eight players. Two a game is Level 3 play; three or more is Level 4.
Of the 20 quad spawns in a game, how many you were near when it came back. It is attendance. Dying there while trying counts too.
Of the quad spawns you showed up to, the share where YOU walked away with the quad. Show up to 14 and take 2 and your conversion is 14%.
Times per game you died within 650 units of the quad in the 10 seconds before it came back. That is you fighting for it and losing. It still counts as showing up.
Of your quad runs, the share where you died before the 30 seconds ran out. Dying with quad hands four-times damage to nobody, and often hands the next quad to the enemy.
In the quad runs where you lived the whole 30 seconds, how many frags you got on average. A full run should be worth four or more.
How you fight and how you die.
Seconds from entering one room to entering another, measured from real games. Fast is the 10th percentile of runs that went that way in one life, with the stairs, lifts and jumps in it; typical is the median.
Damage you dealt per minute of the game. A fresh spawn has 100 health, so 500 a minute is five spawns worth of health every minute.
How many times you died per minute. Every death hands the enemy your armor and gives you a fresh 100-health spawn to lose again. 2.0 a minute is 40 deaths in a game.
Damage you dealt divided by damage you took, counting only the time you had a stack of 150 or more. It ignores naked chip damage. Above 1.0 means that when you are strong you win the trade; below 1.0 means you waste your stacks.
Kills per minute, but each kill is scored by how hard the fight was. Finishing a player who was already at 20 health from a teammate's rocket is worth a little; killing a stacked RL carrier while you are naked is worth three kills. Whoever did the damage gets the credit.
When you and one enemy start a fight with about the same stack, how often you get the kill. This is pure skill: aim, movement, and picking the moment.
Of the fights you started (you hit first), the share where you were the weaker player by 60 stack or more. Starting a fight you are behind in is how stacks get wasted.
A death within 14 seconds of your last one, after you lived long enough to pick something up. It is the tilt loop: die, respawn, run back naked, die again.
Deaths within 3 seconds of spawning, before you could pick anything up. Some are bad luck (you spawned next to the quad carrier). Many are running the same route out of the spawn every time.
Teamkills: teammates you killed. Each one costs you a frag and costs them their stack and a spawn. Team damage: health and armor you took off your own team.
Damage per rocket fired, direct hits and splash together. A direct hit is 100 to 120; a rocket that lands near someone does less; a rocket into a wall does zero.
The share of your rockets that hurt someone, direct or splash. It is not the same as direct-hit accuracy: a rocket that splashes two players connects.
Of the cells you fired, the share that hit. 30% is a very good fours game; over 35% is elite. Only maps with an LG count (dm3).
Frags that came within a few seconds of your last one: a double, a triple. A quad run is mostly multi-frags.
The one-number grades: +/-, above average, impact.
Your kills and deaths, each weighted by how much it mattered at that moment. A kill at 10-10 with eight minutes left counts full; a kill at 200-80 in a decided game counts for little. Credit for a kill is shared: 85% to whoever did the damage, 15% to whoever finished. It is your raw contribution before we look at who you played with.
What an average active player would have scored in your exact spot: same teammates, same opponents, same map. Strong teammates and weak opponents raise it.
How many frags better (or worse) you were than an average active player would have been in your spot. It is your +/- minus what was expected of you. Zero is average. +15 is Level 4 play. +40 is carrying.
Same as above average, but compared with a "replacement" player: the kind you get when you fill the last slot with whoever is online. Almost everyone is positive here. It is the "how much would we miss you" number.
One grade for one game. 1.00 is the average of the eight players in that game; 1.30 means 30% better than average that night. It counts things +/- cannot see: taking armor, holding stack, not dying.
Frags divided by frags plus deaths. 50% means one death for every frag. 60% means you frag three for every two deaths.
Numbers that only show up on the duel side of the coach.
Of the reds in the duel, the share you took. In a duel this is the whole map: the player with the reds wins the fights.
How well you used the first seconds after each spawn compared with what the top players do from that same spawn on that map: the route, the first item, the first fight.
Your average stack at the moment you got a kill. High means you fight from armor; low means you are winning naked fights, which stops working against better players.
The share of the game you spent with a stack of 150 or more.
The share of your spawns where the first thing you picked up was an armor, not a weapon.
Seconds after a death until you were back at 150 stack. Lower is better.
How stacked the enemy was when they killed you. High means you fought them at the wrong time; go take an item instead.
Spawns where you took an item before dealing any damage.
Damage dealt divided by damage received. Stacked DDR counts only the time you were at 150 or more, so it shows whether you cash in your stacks.
Numbers by level come from the current pool of active players (15 or more fours in the last year). How the levels work →