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.
match stats
local oce · 2026- 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.
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 · 5% · 13 rounds
local event results
- wave oce 2026: rising tides split 1 · 143 rounds · 0.69 rating
- wave oce 2026: rising tides split 2 · 70 rounds · 0.56 rating
- fortress (touch)grassroots esports 2026: series 1 qualifiers · 38 rounds · 0.84 rating
an independent community ranking. bios are generated and edited introductions inspired by the recorded games; they are not interviews.