oce valorant · ranking snapshot:
stride’s value often arrives beside the kill feed rather than at its centre. their rounds tend to include useful follow-through, whether that means an assist, a traded fight, or simply remaining available after the first collision. for a player who has spent most of the time as a duelist and occasional initiator, that wider involvement gives the game more texture than a simple rush-and-reset routine.
the early landmark was reflex challenge oce, but the more revealing thread is the long chain of local appearances that followed, from grassroots qualifiers to regional finals and the rising tides circuit. stride has stayed present across changing rooms and formats, with damage that can travel and a respectable ability to survive the round. the limitation is equally clear: sustained involvement has not always become decisive individual impact. still, they bring connective tissue to aggressive compositions, and that has genuine value when the first plan breaks.
match stats
local oce · 2026- combat score
- 204.8
- damage / round
- 139.4
- kills / death
- 0.94
- round involvement
- 72.5%
715 recorded local rounds. bars compare all 574 eligible players. round involvement means a kill, assist, survival or trade.
event form
local oce · 2026one dot per event. raw results, before opponent adjustment.
duels & clutches
local oce · 2026opening fights count first kills and first deaths. clutch results combine the logged 1v1, 1v2 and larger attempts.
agent pool
available career historyother agents · 15% · 237 rounds
local event results
- wave oce 2026: rising tides split 2 · 366 rounds · 0.90 rating
- fortress (touch)grassroots esports 2026: series 1 qualifiers · 158 rounds · 1.04 rating
- txg valorant circuit 2026: may · 42 rounds · 1.08 rating
- fortress (touch)grassroots esports 2026: series 1 regional finals · 149 rounds · 0.96 rating
an independent community ranking. bios are generated and edited introductions inspired by the recorded games; they are not interviews.