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Glama
Valorant MCP Server

Valorant MCP Server

Server Configuration

Describes the environment variables required to run the server.

NameRequiredDescriptionDefault
CACHE_DIRNoDirectory where completed matches are cached permanently.~/.cache/valorant-mcp
HENRIK_API_KEYYesYour Henrik API key, required to access the Henrik API.
HENRIK_BASE_URLNoBase URL for the Henrik API. Set to https://beta.api.henrikdev.xyz/valorant for 4.10 beta fields.https://api.henrikdev.xyz/valorant
VALORANT_REGIONNoValorant region. Valid values: na, eu, ap, kr, latam, br.na
VALORANT_PLATFORMNoValorant platform. Valid values: pc or console.pc

Instructions

Guidance the server publishes about itself, which clients place ahead of the tool catalog so the model reads it before choosing anything.

This server publishes no instructions, or was last inspected before Glama recorded them.

Capabilities

Features and capabilities supported by this server

Protocol revision2025-11-25

CapabilityDetails
tools
{
  "listChanged": false
}
prompts
{
  "listChanged": false
}
resources
{
  "subscribe": false,
  "listChanged": false
}
experimental
{}

Tools

Functions exposed to the LLM to take actions

NameDescription
get_player_profileA

Account info plus ranked state: current rank/RR/elo, last RR change, peak rank, rank protection, and season-by-season results.

get_performance_reportA

Broad analysis of a player's recent matches. Start here for "how am I doing / what are my patterns". Sections:

  • overview: win rate (with 95% range), ACS, K/D, ADR, HS%, KAST, opening duels (first kill/death rates, round win % after each), trading (deaths traded, isolated/early deaths), damage conversion, clutches (1v1, 1v2, 1v3+), multikills, and personal stats in wins vs losses

  • sides: attack vs defense round win %, KAST, survival

  • economy: round win % by team buy (pistol/eco/force/full), anti-eco, upsets, and rounds where your own buy didn't match the team's

  • agents / maps: per-role, per-agent and per-map results incl. attack/defense round win %

  • positioning: where you die per map and side (named callouts), first-death zones, isolated %

  • weapons: kills by weapon, median kill distance, K/D by engagement range, results by weapon held

  • context: solo vs party, lobby strength (enemy rank vs yours), game number within a session Numbers are absolute; use get_benchmarks to judge them against same-rank players.

compare_periodsA

Compare the most recent recent matches against the previous block before them. Shows key metrics side by side with deltas — use it to answer "what changed?" or "am I improving?". Also lists the agents/maps played in each block. Check the win_pct confidence ranges before calling a change real.

get_rr_historyA

Competitive RR change per match, joined with how the player performed in that match (agent, KDA, ACS, KAST, first kills/deaths). Use it to see which kinds of games gain or lose RR, and RR performance bonuses/penalties.

get_match_historyA

List matches, one compact row each: map, agent, result, score, KDA, ACS, ADR, HS%, KAST, first kills/deaths, ACS rank on team, party size. Defaults to the last 10; pass a larger count (max 50) or season for a whole act. Use the match_id with get_match_details.

get_match_detailsA

Full details of one match. summary (default): per-player stats (ACS, ADR, KAST, first kills/deaths, trades, multikills, clutches), plus per-round sides, team buys, first blood, plant/defuse and kills. narrative: round-by-round timeline with named map zones (A Site, Mid, B Long, ...) and tags (first_blood, trade, rotation) — best for spatial/story questions like "where do we die on attack". Pass focus_username to mark that player as (YOU) in the narrative, and rounds (1-indexed) to limit the narrative to specific rounds — it is long otherwise.

get_benchmarksA

Judge whether the player's numbers are good or bad by comparing them with the other 9 players in the same matches (so rank is controlled for):

  • vs_lobby: per-round metrics for you vs players in the same role that match vs the whole lobby (ACS, ADR, KAST, opening duels, deaths traded, trade-chance conversion, isolated deaths, teammate distance at death, survival, utility casts per round)

  • avg_place_in_lobby_of_10: your average placement among all 10 players (1 = best)

  • by_agent: for each agent played 2+ times, you vs everyone else on that agent in your lobbies, incl. casts per round of each ability and Henrik's performance breakdown/ratings when available

get_teamplay_reportA

Spacing and trading, from every player's position at each kill:

  • how far your nearest teammate was when you died; deaths split into close (<15m), loose (15-25m) and isolated (>25m), with how often each got traded

  • trade chances: teammate died within 15m of you while you were alive, and how often you killed their killer within 5s

  • the map/side/callout spots where you most often die isolated and untraded

  • results by party size and win rate with each party member Use for "why do I die alone", "am I trading my teammates", "who should I queue with".

get_site_reportA

Team-level site play per map: on attack, plant rate, which site you plant and the post-plant win % on each; on defense, which site the enemy plants and your retake/hold win %; plus win % in rounds with no plant. Use for "which site should we hit on Bind" or "are we bad at retakes".

Prompts

Interactive templates invoked by user choice

NameDescription
coach_reviewStructured coaching review of a player's recent games: what to keep, change, and try.

Resources

Contextual data attached and managed by the client

NameDescription
glossaryDefinitions of every metric these tools return.

TDQS

A4/5.0

Scored across 9 tools

Disambiguation3/5

The descriptions are rich and include 'use for' hints, but several tools overlap: get_performance_report bundles positioning/context/economy sections that are also the focus of get_teamplay_report, get_site_report, and get_benchmarks. An agent may struggle to decide between the broad performance report and the specialized reports for questions like 'why do I die alone'.

Naming Consistency4/5

Eight of nine tools follow a clear get_<noun>_<type> pattern (get_player_profile, get_match_history, get_teamplay_report, etc.). compare_periods is the lone deviation, breaking the verb_noun convention used everywhere else, but it remains readable.

Tool Count5/5

Nine tools is well within the ideal 3-15 range and each targets a distinct analysis surface (profile, history, details, benchmarks, teamplay, site, RR). Nothing feels redundant enough to cut, and the count is not so large as to overwhelm an agent.

Completeness5/5

The surface covers the full analytics lifecycle: account/rank (profile), match listing and single-match detail, RR trends, period comparison, benchmarking, plus teamplay and site-specific analyses. For a read-only performance analytics domain this is comprehensive with no obvious dead ends.

Maintenance

ActivityMaintained
ResponsivenessOutdated data