What Is a Good ACS in Valorant?
What Is a Good ACS in Valorant? Average Scores by Rank and Role
Everyone checks the first column on the scoreboard, and almost nobody agrees on what a good number in it looks like. Your teammate finishes on 180 and apologises, the enemy duelist finishes on 290 and never says a word, and you finish on 215 with no idea whether that was a carry or a coast.
The short answer: around 200 is average, above 230 is strong, and the number matters far less than the role you played to get it. The longer answer is worth two minutes, because ACS is the stat most players misread in both directions.
What counts as average ACS in Valorant?
ACS is your total combat score divided by rounds played, and combat score is handed out for damage, kills, assists and non damage utility. Ten players share a fixed pool of damage every round, so the mathematical average across a full lobby lands close to 200. That is the anchor for everything below.
ACS range | What it usually means |
|---|---|
Below 150 | Passive game, low damage, or a support role with little contact |
150 to 200 | Below lobby average, normal for sentinels and smokes |
200 to 230 | Solid contribution, roughly your share of the damage |
230 to 270 | Strong game, usually top two on the scoreboard |
270 and above | Carry performance, often a sign the lobby is below your level |
The averages drift by rank, and not in the direction most people expect. Iron and Bronze games run long, players trade chip damage without closing rounds, and combat score inflates as a result. Immortal and Radiant lobbies end rounds fast and cleanly, so there is simply less damage to go around and a 250 ACS there is worth far more than a 250 in Silver.
Good ACS by role
Comparing a Killjoy to a Jett on this column is the single most common mistake with the stat. Combat score pays for damage, and it pays nothing for space denied, rotations delayed or a site held alone until help arrives.
Role | Realistic good ACS | Why |
|---|---|---|
Duelist | 240 to 280 | Takes entry duels, so gets first contact damage every round |
Initiator | 210 to 250 | Utility earns some score, follow up frags earn the rest |
Controller | 180 to 220 | Smokes generate no combat score at all |
Sentinel | 170 to 210 | Value comes from denial and information, neither of which scores |
A Cypher on 185 who won five retakes had a better game than a Reyna on 240 who lost every one of her opening duels but farmed damage afterwards. If you play controller or sentinel, stop measuring yourself against the duelist column and start measuring against your own average on the same agent.
How to raise your ACS
Three habits move the number more than aim training does.
Trade damage instead of collecting it. Chip damage on an enemy who then heals or resets is worth almost nothing, while the same bullets fired into a duel your teammate finishes convert into assists and won rounds.
Stop spraying at range. The first bullet from a stationary rifle is perfectly accurate and the tenth is not, so the players at the top of the scoreboard are the ones who tap and burst. This is the practical cost of bloom in Valorant, and fixing it raises damage per round immediately.
Take contact rounds seriously. Save rounds, eco rounds and lost 5v1s are where ACS quietly dies. Buying a Marshal on an eco and taking one aggressive angle beats hiding to preserve a pistol.
For the full breakdown of how the stat is calculated and what it does not measure, see our definition of ACS in Valorant.
Does a high ACS get you more RR?
Only slightly, and only low down the ladder. Riot uses combat score as a small modifier for RR gains in the lower ranks, where the system is still working out where you belong. From Ascendant upwards the win or loss is nearly the whole equation, and you can finish top of the scoreboard in a 12 to 13 loss and still drop RR.
That gap between performance and rank is the most frustrating part of Valorant's ladder, and it is where most players stall: consistently above the lobby average, still stuck in the same tier for a whole act. If that describes your last fifty games, a Valorant rank boost or a short run of win boosting puts the account where your damage numbers already say it belongs, and players at the top end close the last stretch with Immortal to Radiant boosting.
FAQ
What is the average ACS in Valorant? Around 200. Combat score is split among ten players every round, so a full lobby averages close to that figure regardless of rank.
Is 300 ACS good in Valorant? Yes. A 300 ACS game is a clear carry performance and usually means you were the strongest player in the lobby by a wide margin.
Does ACS go down if you lose? No. ACS counts damage in every round including lost ones, which is why players can post a high score in a losing game and why the stat should never be read on its own.