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Methodology

Stat definitions, formulas, and edge case handling for all 17 stats, 2 composites, and 4 badges. Version 1.8 Beta.

SurvivorRef Stat Definitions — v1.8 Beta

Version: v1.8 Beta · Last Updated: March 2026
Status: All 17 stats locked (beta). Bonus values locked (Torch Score RSD, Jeff's Index quit penalty). Leaderboard qualifiers and tiebreakers locked.
Data Source: survivoR open-source dataset — US seasons 1–50. S50 in progress.


How to Read This Document

Each stat includes: the formula, scope, edge case handling, and career aggregation method. Stats are grouped by their pillar (Outwit, Outplay, Outlast) plus two composites (Torch Score, Jeff's Index).

Key conventions across all stats:

  • Career aggregation defaults to placement-weighted average unless otherwise noted. Each season's stat is weighted by that season's Placement % (elimination order ÷ max elimination order), so deep runs count more than early boots.
  • Tribal council identity is defined by the combination of season, episode, vote order, and who was voted out — this properly separates double tribals sharing the same episode.
  • "N/A" means the stat does not apply to that player (e.g., Jury Approval for non-finalists). N/A stats are excluded from composite calculations, and their weight is redistributed proportionally.

In-Progress Seasons

When a season is currently airing (S50 as of this writing), the site updates weekly with new data. Here's how in-progress seasons are handled:

Stats compute live. Per-season stats for in-progress players are calculated from the data available so far and included in career composites. This is a deliberate choice — we want the site to be a living reference during the season, not a static archive that only updates twice per year. The tradeoff is that a player's numbers will shift as the season progresses, but that's the point. You're watching the stats evolve in real time alongside the game.

Provisional ordering. Players still in the game receive a provisional elimination order equal to the midpoint of the remaining positions. As players are eliminated, these provisional orders auto-correct. This means in-progress placement percentages are estimates that converge to their final values as the season nears completion.

Ghost badge suppression. The 👻 Ghost badge is not awarded for in-progress seasons. A player who hasn't received any votes yet could still receive votes in future tribals — the badge only means something once the full season is complete.

Season completion. Once the season is complete, all stats are finalized and badges are evaluated.


OUTWIT — Strategic Game (5 Stats)

Stat #1: Vote Accuracy %

Formula: Votes cast for the person voted out ÷ Total tribal councils attended (where player cast a vote)
Scope: All tribals where the player cast a vote AND someone was voted out. FTC excluded.

Edge cases:

  • Revotes: Each round counted separately. A player can be correct on the revote even if wrong on the original — both count independently.

  • Idols nullifying all votes: Accuracy is measured against who actually went home, not who the player intended to target.

  • Split vote strategy: A player assigned to the "wrong" side of a planned split is marked inaccurate for that tribal even though the overall plan succeeded. This is a known limitation.


Scale: 0–100%
Career: Placement-weighted average across all seasons


Stat #2: Voting Survival Rate (VSR)

Formula: Tribal councils where the player was NOT voted out ÷ Total tribal councils attended (where player cast a vote and someone was voted out)
Scope: Same scope as Vote Accuracy. FTC excluded.

Distinction from Vote Accuracy: Vote Accuracy asks "did you vote for the right person?" VSR asks "did you survive?" A player can vote wrong but still survive. VSR captures social positioning — were you safe regardless of who you voted for?

Scale: 0–100%
Career: Placement-weighted average across all seasons


Stat #3: Idol Efficiency

Sub-metrics:

  • Utilization Rate: Idols/advantages played ÷ Idols/advantages found. Measures whether you used what you found.

  • Impact Rate: Successful plays (negated ≥1 vote targeting the protected player) ÷ Total plays. Measures whether your plays mattered.


Edge cases:
  • Idols played for other players: Credit goes to the player who played the idol, not the recipient.

  • Idols held at elimination (wasted): Reduces Utilization Rate.

  • Players who never found an idol: Display "N/A."


Display: "2/3 played, 2/2 successful" format
Scale: 0–100% for each sub-metric
Career: Aggregate all idol finds and plays across all seasons, then calculate rates


Stat #4: Target Evasion Rate

Formula: Tribal councils where player received ≥1 vote AND survived ÷ Tribal councils where player received ≥1 vote
Scope: Only tribals where the player was targeted. Tribals where the player received zero votes are excluded entirely.

Distinction from TC Survival Rate: TC Survival uses ALL tribals attended as denominator. Target Evasion only uses tribals where the player was targeted. TC Survival = "how long did you last?" Target Evasion = "when they came for you, did you survive?"

Scale: 0–100%
Career: Placement-weighted average across all seasons

Badge: 👻 Ghost ×N
Awarded per-season when a player receives ZERO votes against them across all tribal councils attended that season. Ghost status means every tribal you attended, nobody wrote your name down. This is elite social camouflage. Players who quit, were medevacked, or withdrew are ineligible. Players in in-progress seasons are also ineligible until the season is complete. F4 firemaking boots remain eligible.


Stat #5: Threat Ratio

Formula: Total votes received ÷ Total tribal councils attended
Scope: All tribals attended where someone was voted out. FTC excluded.

Interpretation: This is a descriptive/perception metric, not a performance metric. A high Threat Ratio means other players perceived you as a target.

Direction for composites: INVERTED — lower Threat Ratio = higher percentile in Torch Score calculations. Stealth is rewarded.

Scale: 0.0+ (unbounded)
Career: Placement-weighted average across all seasons


OUTPLAY — Competition Performance (5 Stats)

Stat #6: Individual Immunity & Duel Win Rate

Formula: Individual immunity challenges and duels won ÷ Individual immunity challenges and duels participated in
Scope: Post-merge individual immunity challenges and duels. Individual reward challenges are NOT included. Tribal immunity excluded.

Edge cases:

  • Duel wins (Redemption Island, Edge of Extinction): Included — they are individual competitions.

  • Sit-outs: Excluded from both numerator and denominator.

  • Players eliminated pre-merge: Display "N/A" if zero participations.


Scale: 0–100%
Career: Sum all individual immunity + duel wins ÷ sum all participations across all seasons


Stat #7: Tribal Challenge Win %

Formula: Tribal challenges won (where player participated) ÷ Tribal challenges participated in

Limitation: This is a team stat. A strong player on a weak tribe will have a low Tribal Win %. This is acknowledged as directional, not definitive for individual performance.

Scale: 0–100%
Career: Sum all tribal wins ÷ sum all tribal participations across all seasons


Stat #8: Challenge Slugging % (SLG)

Formula: Total bases ÷ Individual challenge participations

Base values:

  • Individual Immunity win = 4 bases (the "home run" — saves your life)

  • Individual Reward win = 2 bases (a "double" — tangible value but not life-saving)

  • Loss = 0 bases


Scope: Individual challenges only (both Immunity and Reward). Tribal challenges excluded.
Minimum threshold: 3 individual challenge participations to qualify.
Scale: 0.000–4.000 (displayed to three decimal places, baseball style)
Career: Sum all bases ÷ sum all individual participations across all seasons


Stat #9: Challenge Win Rate (AVG)

Formula: All challenges won ÷ All challenges participated in
Scope: Every challenge a player participated in across all types — Individual, Tribal, and Duel. The broadest challenge metric.

Distinction from SLG: AVG treats all wins equally. SLG weights individual immunity wins more heavily.

Scale: 0–100%
Career: Sum all wins ÷ sum all participations across all seasons


Stat #10: Challenge Specialty Profile

Five-category breakdown of individual + duel challenge performance. Identifies the player's strongest challenge type (Specialty) and ranks via percentile against all players in each category.

The five ranked buckets:

  • Puzzle — puzzle, word puzzle, knowledge, memory

  • Endurance — endurance challenges

  • Strength — strength, obstacle courses, digging, swimming, paddling

  • Precision — throwing, catching, slingshot, ring toss, fire

  • Agility — race, balance, balance beam, blindfolded obstacles


Formula per bucket: Wins ÷ Participations in challenges tagged with that bucket's features
Scope: Individual + Duel challenges only. Sit-outs excluded. A challenge can count in multiple buckets if tagged with multiple features.
Minimum threshold: 2 participations in a bucket to qualify.
Specialty: The bucket where the player's win rate ranks at the highest percentile.

Tier labels:

  • ELITE — 90th percentile or above

  • STRONG — 75th–89th percentile

  • AVERAGE — 50th–74th percentile

  • WEAK — below 50th percentile



OUTLAST — Survival & Results (5 Stats)

Stat #11: Days Lasted %

Formula: Total days lasted ÷ Total possible days across all completed seasons played

Season lengths:

  • Season 2: 42 days

  • Seasons 1, 3–40: 39 days

  • Seasons 41+: 26 days


Scale: 0–100%
Career: Sum all days lasted ÷ sum all possible days across those seasons

Related display stats: Days Unsnuffed (DU) and Total Days Played (DP)

Days Lasted % is the scored stat that feeds into Torch Score. But the site also displays two supporting day counts on player cards and season pages:

Days Unsnuffed (DU): The number of days a player's torch was lit — from Day 1 until the day they were voted out, quit, or medevacked. For most players this equals their elimination day. For finalists who made it to the end, it equals the season length.

Total Days Played (DP): The total days a player was physically in the game, including time spent on Redemption Island or the Edge of Extinction after being voted out. DP ≥ DU for all players; they're only different for players who continued competing after their torch was snuffed.

The asterisk rule: Players who were voted out but later returned to the game via Redemption Island or Edge of Extinction have an asterisk () on their Days Unsnuffed value. The asterisk signals that the DU number is approximate because the exact snuff-to-return day boundary isn't always clear in the data. Only players who actually returned* to the game get the asterisk — players who went to Edge/RI and were eliminated there without returning have exact snuff days and no asterisk.

Examples: Rick Devens (S38): DU 31 (voted out, returned from Edge). Natalie Anderson (S40): DU 45 (first boot, returned from Edge to make fire and reach FTC). A career DU is asterisked if any individual season has an asterisked value.


Stat #12: Jury Approval Rating

Formula: Jury votes received ÷ Total jurors across all FTC appearances
Scope: Only FTC finalists. All other players display "N/A."

Badge: 🏆 Unanimous Vote ×N
Awarded per-season when a finalist receives every jury vote (100% approval that season).

Unanimous winners: Earl Cole (S14: 9/9), JT Thomas (S18: 7/7), John Cochran (S26: 8/8), Jeremy Collins (S31: 10/10), Adam Klein (S33: 10/10).

🏆👻 True Perfect Game: Player achieves both Unanimous Vote and Ghost in the same season. JT in Season 18 is the poster child. Cochran in Season 26 also qualifies.


Stat #13: TC Survival Rate

Formula: Tribal councils survived ÷ Total tribal councils attended
Scope: Includes ALL tribals attended, even those where the player didn't cast a vote. This is the key distinction from VSR, which only counts tribals where the player voted. FTC excluded.

Scale: 0–100%
Career: Sum all tribals survived ÷ sum all tribals attended across all seasons


Stat #14: Placement %

Formula: Average of (elimination order ÷ max elimination order) across all completed seasons
Career: Average of per-season percentages (not sum/sum), because each season is an independent trial.

Scale: 0–100%


Stat #15: Merge Rate

Formula: Seasons where player reached the merge ÷ Total completed seasons played
Display: Single-season players: "Yes" or "No." Multi-season players: Percentage with fraction (e.g., "75% (3/4)").

Scale: 0–100%


COMPOSITES

Stat #16: Torch Score

The single-number career composite. SurvivorRef's equivalent of WAR in baseball. Combines statistical performance across all 15 stats with achievement bonuses for winning, making FTC, and being a returnee.

Formula: Base Score + Win Bonus + FTC Bonus + Returnee Bonus + Returnee Season Difficulty Bonus

Base Score (0–100):

Placement-weighted career average of per-season Torch Scores. Each season's score is calculated by converting each of the 15 stats to a percentile rank (0–100) across all player-seasons, then weighting within each pillar:

Outwit (35% of base):

  • Vote Accuracy %: 25%

  • Voting Survival Rate: 25%

  • Target Evasion Rate: 20%

  • Idol Efficiency: 20%

  • Threat Ratio: 10% (inverted — lower = higher percentile)


Outplay (25% of base):
  • Individual Immunity & Duel Win Rate: 30%

  • Challenge Win Rate (AVG): 25%

  • Challenge Slugging %: 20%

  • Tribal Challenge Win %: 15%

  • Challenge Specialty Profile (best bucket percentile): 10%


Outlast (40% of base):
  • Placement %: 35%

  • TC Survival Rate: 25%

  • Days Lasted %: 20%

  • Jury Approval Rating: 10%

  • Merge Rate: 10%


When a stat is N/A for a player-season, its weight is redistributed proportionally to the remaining stats in that pillar.

Win Bonus (escalating to reflect rarity):

  • 1st win: +15

  • 2nd win: +20

  • 3rd win: +25


FTC Bonus: +6 per Final Tribal Council appearance (including winning FTCs)

Returnee Bonus:

  • 2 seasons: +5

  • 3 seasons: +8

  • 4 seasons: +12

  • 5+ seasons: +14


Returnee Season Difficulty Bonus (RSD):

Extra credit for winning or reaching FTC in a returnee season. Returnee seasons are harder — opponents know the game — and they're legacy-defining. Applies to both returning players AND new players who win/make FTC in partial returnee seasons.

TierSeasonsWin BonusFTC Bonus
-------------------------------------
All-WinnersS40+12+5
All-ReturneesS8, S20, S31, S34, S50+8+3
Partial Returnees (FvF/BvW)S16, S25, S26, S27+5+2
Captain SeasonsS11, S22, S23+3+1
A winning FTC appearance earns both the win bonus and the FTC bonus for its tier.

Scale: Open-ended (not capped at 100). Two-time winners with multiple FTCs and returnee status will exceed 100. Tony Vlachos is the founding member of "The 150 Club" at 150.1.


Stat #17: Jeff's Index

A numerical measure of how much Jeff Probst and the production team invested in a player's screen presence. Not a performance stat — a narrative/editorial stat. How much of the show was built around YOU?

Formula: (Confessional Share percentile × 0.45) + (CPE percentile × 0.35) + Probst Player bonus (+10) + Returnee Bonus (+5/+8/+12/+14) + Quit/Ejected Penalty (−15)

Components:

  • Confessional Share (45% of base): Player's confessional count ÷ total season confessionals.

  • Confessionals Per Episode / CPE (35% of base): Player's total confessionals ÷ episodes appeared in.

  • 📣 Probst Player bonus (+10 flat): Manually curated flag. Awarded to players Jeff Probst treats with singular reverence — the ones he calls by name with a different energy, the ones who show up on his top-10 lists (Parade, TV Insider, On Fire), the ones on his self-declared Mount Rushmore (Tony, Rob, Parvati, Sandra).

  • Returnee Bonus: Same scale as Torch Score.

  • Quit/Ejected Penalty (−15): Applied to players who quit the game or were ejected for conduct. Does NOT apply to medevacs, Edge of Extinction quits, or players technically voted out. Jenna Morasca (S8) and Sue Hawk (S8) are explicitly exempted due to sensitive circumstances.


Quit/Ejected Penalty List (14 players):
Osten Taylor (S7), Janu Tornell (S10), Gary Stritesky (S14), Kathy Sleckman (S16), NaOnka Mixon (S21), Purple Kelly Shinn (S21), Dana Lambert (S25), Colton Cumbie (S27), Lindsey Ogle (S28), Julie McGee (S29), Bi Nguyen (S37), Dan Spilo (S39, ejected), Hannah Rose (S45), Sean Edwards (S45).

📣 Probst Player List (31 players):

Iconic first-name / nickname players:
Parvati (Shallow), Tony (Vlachos), Cirie (Fields), Rupert (Boneham), Ozzy (Oscar Lusth), Malcolm (Freberg), Coach (Benjamin Wade), Tyson (Apostol), Stephenie (LaGrossa Kendrick)

Last-name players (Jeff calls them by surname):
Cochran, Donaldson, Penner, Savage, Cesternino, Fishbach, Westman (Tom), Lacina (Sarah), Devens, Wiglesworth (Kelly)

Full-name matches:
Sandra Diaz-Twine, Rob Mariano, Kelley Wentworth, Kim Spradlin, Yul Kwon, Denise Stapley, Mike White, Rudy Boesch

On Fire podcast co-hosts:
Rachel LaMont, Dee Valladares, Charlie Davis, Jeremy Collins, Rick Devens (also last-name)

The list is subject to expansion as new seasons air and new production relationships emerge.

Scale: 0–100+ (open-ended with bonuses)


BADGES

👻 Ghost ×N

Player receives ZERO votes against them across all tribal councils attended in a season. Quits, medevacs, and withdrawals are ineligible. In-progress seasons are ineligible until the season is complete. F4 firemaking boots remain eligible.

Notable: Tony Vlachos S40 — won the entire season without a single vote cast against him.

🏆 Unanimous Vote ×N

Finalist receives 100% of jury votes in a season. Historical holders: Earl Cole (S14), JT Thomas (S18), John Cochran (S26), Jeremy Collins (S31), Adam Klein (S33).

🏆👻 True Perfect Game

Player achieves BOTH Unanimous Vote and Ghost in the same season. JT Thomas (S18) and John Cochran (S26).

📣 Probst Player

Manually curated list (see Jeff's Index). Player Jeff Probst treats with singular reverence — last-name basis, iconic status, or On Fire co-host.

LEADERBOARD QUALIFIERS & TIEBREAKERS

The leaderboard page displays 14 stat preview boxes. Each shows the top 10 players for that stat. Because many percentage stats cluster at 100%, each stat has a defined eligibility filter and tiebreaker.

All stats require the player to have made the merge in at least one season, except Merge Rate (all players). Additional minimums apply to some challenge stats.

Tiebreaker principle: Tiebreakers favor the player who achieved the same stat value over a larger body of work. "More tribals at the same accuracy" beats "fewer tribals at the same accuracy."

#StatTiebreaker(s)
------------------------
1Vote Accuracy %Most tribals attended
2Voting Survival RateMost tribals attended
3Target Evasion RateMost times targeted
4Threat RatioMost tribals attended
5Idol Impact RateMost votes nullified → most successful plays → most total plays
6Ind. Immunity & Duel Win RateMost total individual wins (min 3 career wins)
7Tribal Challenge Win %Most tribal challenge wins (min 5 career participations)
8Challenge Slugging %Most individual participations (min 3)
9Challenge AVGMost total challenge participations
10Placement %Higher Torch Score
11TC Survival RateMost tribals attended (quit/ejected excluded)
12Days Lasted %Most Days Unsnuffed → higher Torch Score (quit/ejected excluded)
13Jury ApprovalMost total jurors faced → highest best-FTC-season base Torch Score
14Merge RateMost seasons played → higher Torch Score

All stats use US-version Survivor data only (Seasons 1–49 complete, S50 in progress). Data source: survivoR open-source dataset. Torch Score and Jeff's Index bonus values are beta and subject to tuning.

SURVIVOR-REFERENCEv1.0 Beta
@SurvivorRefData: survivoR (US S1–S50) · Stat defs v1.8 · Bonus values β