OCE/oce valorant
player rankings
19 sep 2026
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Veyl
D#554 in oce

Veyl

sentinel / flex

32.2/ 100 overallhow?

oce valorant · ranking snapshot:

veyl’s best showing came at the touch grassroots qualifiers, where their game offered a little more presence than the two rising tides splits around it. the improvement is narrow rather than dramatic. chamber, vyse, and killjoy place them mainly in sentinel work, with some flexing that changes the assignment without yet producing much extra impact. the overall damage, kills, and round involvement remain weak.

the qualifier matters as a better individual stop, not as proof that the underlying problems have gone away. veyl still needs to influence rounds before everything has reached its most urgent moment, when there is less room to recover from a restrained opening. for now, the game is defined by an uneven defensive game: capable of looking more useful in one concentrated stretch, but still short of the consistency needed to make that usefulness travel from match to match.

combat score
163.8
damage / round
105.5
kills / death
0.67
round involvement
56.2%

251 recorded local rounds. bars compare all 574 eligible players. round involvement means a kill, assist, survival or trade.

0.400.901.40Wave OCE 2026: Rising Tides Split 1: 0.69Wave OCE 2026: Rising Tides Split 2: 0.56Fortress (touch)Grassroots Esports 2026: Series 1 Qualifiers: 0.847 apr22 may

one dot per event. raw results, before opponent adjustment.

opening fights46.6% won
27 won31 lost
clutch attempts7.3% won
3 won38 lost
kills / deaths / assists143 / 214 / 36
headshots · event average27.8%

opening fights count first kills and first deaths. clutch results combine the logged 1v1, 1v2 and larger attempts.

chamber29%72 rounds
vyse26%65 rounds
killjoy15%37 rounds
phoenix9%22 rounds
iso8%21 rounds
viper8%21 rounds

other agents · 5% · 13 rounds

local event results

an independent community ranking. bios are generated and edited introductions inspired by the recorded games; they are not interviews.