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Iris Huang Valorant Coach Report v0.1

Private small-circle coaching report. Based on Tracker.gg stats provided on 2026-06-02.

Short Version

Iris, your aim is not the main problem. Your headshot numbers are good: 27.3% HS overall, top 16%, with 37% Vandal headshot share and 34% Sheriff headshot share.

But your round impact is lower than your aim suggests: 115.8 damage/round, 0.76 K/D, 176.7 ACS, and -32 DDΔ/round. That means you can hit heads, but you are not getting enough valuable damage windows.

Main Diagnosis

You look like a Platinum/Diamond-edge player with decent mechanics but inconsistent fight selection and role clarity. High HS% with low ADR usually means the issue is not raw aim. It is fight quality.

Your next step is to take better fights, enter rounds with a clearer job, and turn your aim into round impact.

Role Read

Do not default to Duelist every game unless you are ready to follow a strict entry rule. Reyna and Jett can work when your aim is hot, but Duelist punishes hesitation.

Clove is a good development pick because she teaches round impact even after death. The small Initiator sample is interesting and worth testing more.

Map Read

Strong maps: Pearl, Ascent, Split, Lotus. Problem maps: Haven, Breeze, and especially Fracture at 0W / 4L.

Fracture should be reviewed separately. That map punishes late information, slow rotations, and positions that can be split from two sides.

Primary Goals

  1. Raise ADR from 115 to 135. Do not chase K/D first. Chase reliable damage.
  2. Improve DDΔ from -32 to -10. First, stop bleeding damage disadvantage.
  3. Make deaths more expensive. If you die, the enemy should pay with 80+ damage, a trade, utility, space, or spike pressure.

Round Rules

1. No dry peek without a reason.
2. If you are Duelist, create space in the first 3 seconds of the execute.
3. Before every fight, know who can trade you.
4. If you cannot be traded, the fight must be high-value.
5. Every death should create space, damage, info, or a trade.

Seven-Day Practice Plan

Before ranked: 5 minutes Range one-taps, 1 Deathmatch with no crouch spraying and no panic wide swings, then one Swiftplay or Team Deathmatch focused on taking fights with a plan.

Final Note

Your aim is good enough to climb. The improvement is not "be more cracked." It is "make your good aim matter more often."