oce valorant · ranking snapshot:
haruki brings a duelist’s appetite for forward motion, but their two-wave stretch also shows how difficult it is to turn that appetite into steady damage. neon, jett, and skye give them several ways to enter, disrupt, or improvise, and the balance between kills and deaths is a relative bright spot in that mix. it is not the same as dominating a lobby. their first wave appearance in rising tides split 1 supplies the sharper landmark, while split 2 makes the trajectory look more like a work in progress than a sudden arrival.
they do their best work when role contrast lets them trade raw speed for a useful bit of information or pressure. for now, the game has flashes of sensible aggression, but not enough delivered force to make every entry count.
match stats
local oce · 2026- combat score
- 191.0
- damage / round
- 125.4
- kills / death
- 0.82
- round involvement
- 65.7%
233 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 historylocal event results
- wave oce 2026: rising tides split 1 · 130 rounds · 0.81 rating
- wave oce 2026: rising tides split 2 · 103 rounds · 0.81 rating
an independent community ranking. bios are generated and edited introductions inspired by the recorded games; they are not interviews.