Data accuracy
How our stats work
Where the numbers come from, how fresh they are and how each one is calculated.
Data source
Player profiles, operator stats, leaderboards and live player counts come from the Arenyze API, which serves Ubisoft's ranked data. SiegeRadar sends a request when you look up a player and keeps the answer in a cache on its server. The game database pages (operators, weapons, maps, seasons, ranks) are not live. They are a snapshot that we update each season.
How often stats refresh
- Player profiles and operator stats: cached for 10 minutes.
- Leaderboards: cached for 15 minutes.
- Live player counts: cached for 10 minutes.
- Players that were not found: remembered for 10 minutes, then checked again.
- Game database: a snapshot, updated each season.
Inside those windows, repeat visits show the saved copy. After the window ends, the next lookup fetches fresh data. Player pages show how long ago the stats were updated.
What "stale" means
If the stats service is down when a saved copy has expired, the site shows that last saved copy instead of an error. The page then says it couldn't refresh and shows how old the stats are. If there is no saved copy yet, you see an unavailable message instead.
How each number is calculated
| Metric | How we calculate it | Notes |
|---|---|---|
| K/D | Kills divided by deaths, rounded to two decimals. | With zero deaths, K/D equals the kill count. |
| Win rate | The current ranked season card uses wins ÷ (wins + losses) from the ranked board. Lifetime totals, per-mode figures and past seasons use wins ÷ matches played. Shown as a percentage with one decimal. | The two methods can give slightly different numbers for the same player. Shown as a dash when there are no matches. |
| Headshot % | Headshots divided by kills, summed across operators. | Comes from operator data, which covers recent seasons only. It is not a lifetime figure. |
| Time played | The sum of time played on each operator. | Also from operator data, so it covers recent seasons only. |
| Rank name (current season) | Taken from Ubisoft's rank index for the current season. | The index is the source of truth for the season the ranked board covers. |
| Rank name (past seasons) | Worked out from the season's rank points using the RP ranges for that season. | Ranked 2.0 and Ranked 3.0 use different ranges. See the ranks page. |
| MMR | Shown instead of rank points for seasons before Y7S4. | Those seasons used MMR, so no rank name is worked out for them. |
Known limits
- There is no match history and no live lobby view.
- Console names must match exactly. A near miss returns no player.
- Accounts with no ranked or casual matches have little or no data to show.
- Headshot percentage and time played cover recent seasons only.
- Stats can lag behind the game by the cache time plus any delay at the source.
- Lookups are rate limited so the site stays available for everyone. See the terms.
To see how ranks and RP ranges work, read the ranks page. Spotted a number that looks wrong? Tell us with the platform and exact name.
FAQ
Why does a player look different in game?
The site shows a saved copy that can be up to 10 minutes old. The source data can also lag behind the game, and some totals, such as headshot percentage and time played, only cover recent seasons.
Why is a player not found?
The name must match the platform name exactly. Check the spelling and the platform. Accounts with no ranked or casual matches have little or no data to show.
What does the stale-data note mean?
The stats service did not answer, so the site is showing the last saved copy and tells you how old it is.
Can I see match history or a live lobby?
No. The site shows season and lifetime totals, not individual matches or lobbies.
Is this official Ubisoft data?
The numbers come from the Arenyze API, which serves Ubisoft's ranked data. SiegeRadar itself is not made or endorsed by Ubisoft.