Using flashbang statistics effectively

Flashbang statistics are rarely used, whether on broadcasts or the forums, but should that change?

Most stats we use measure a player's performance in terms of their stopping power. A player's kills, deaths, trades and so on on are all direct measurements of skill. But Counter-Strike is about more than clicking heads, and while it is not as obvious to use statistics to talk about indirect actions, they can be just as useful for developing narratives around a player's skillset and value to their side.

Flashbangs are an obvious example. Watch any professional match, and one of the first things you notice is the utility. You and your friends might know a few 'god flashes', but it is nothing compared to the wealth of lineups available to be learnt by the pros.

Much of professional CS is about avoiding pure 50-50 gunfights. You can gain an edge with some elevation, a bit of movement, or, most effectively, having a teammate flash for you. This is not always possible, of course, and professional play has evolved to the point that players occupy 'anti-flash' positions — looking into a wall or the floor being the most common kind — as often as possible. Meta games have grown around this habit, such as throwing a bad flash to get an anti-flash opponent to turn around only for a second, good, flash to pop straight in their face.

This is barely scratching at the surface — flashbangs can be just as decisive as a crisp first-bullet headshot. So, should there be more effort put into measuring that impact and handing praise to the players that have the most? This is our look into the world of flashbang statistics.

To start, here are the eight players with the highest flash assists per round on LAN this year in games between teams ranked in the top 20.

The list is dominated by AWPers and IGLs, a logical result. AWPers generally play from the back of the pack, throwing utility such as flashbangs to support their riflers before they activate themselves, usually later in the round. IGLs, too, often take supportive positions with AWPers that let them focus on the radar and their calls rather than their crosshair.

Combine both roles, and you get Casper "⁠cadiaN⁠" Møller and Dzhami "⁠Jame⁠" Ali, two AWP-IGLs who are consistently elite across most flash statistics. Ilya "⁠m0NESY⁠" Osipov is in fourth place, which is no surprise to those who have watched his stream or demos, where the young AWPer is always showing off new tricks for utility, whether it be yet another one-way smoke in Mirage window or a precise pop-flash.

However, flash assists do not tell the full story. With any stat, we must always equate for opportunity before comparing a player to someone else. This sounds complicated, but chances are you do it already.

AWPing IGLs like cadiaN are generally elite across most flashbang statistics

In football, a striker is expected to score more goals than a defender, so to equate for a player's opportunity to score goals, we would not take a striker scoring more goals than a defender as proof that the striker is a superior player. Ten goals for a defender is remarkable, but pretty average for a striker.

The same is true in CS. A support player's 1.00 rating is actually pretty decent, but alarm bells should ring if your AWPer is around that range. Similarly, a 1.30 rating in a single map is pretty good, but a 1.30 rating over an entire year is a god-like level few have reached. So, there is a need to equate for opportunity, including ensuring similar sample sizes and the advantages a player's role might give if we want to find out who throws the best flashbangs.

One answer is to go further than dividing a player's flash assists by rounds, to instead divide it by total flashbangs thrown. Now, we can see what percentage of a player's flashbangs directly lead to the death of an opponent. This makes it fairer, since a player who needs to buy an HE grenade every round (thus throwing fewer flashbangs) is still rewarded for having effective flashes relative to his role.

This is better, though it brings problems into the metric that did not exist before. Like a 1.30 rating over a year is more impressive than over a map, a high percentage of effective flashes is more impressive the more flashbangs a player throws. For that reason, flash assists per flash thrown should not entirely replace flash assists per round.

But, should we be using flash assists at all? HLTV's flash assist statistic is more strict than Valve's, with a scaling threshold based on how long a player was blinded for. This means that if a player was blinded for three seconds, any kill within those three seconds counts as a flash assist. This is useful in terms of accuracy, but it also means that flash assists are harder to get compared to in-game statistics.

When something happens only once every ten rounds — and that figure is generous, 0.10 flash assists per round is very impressive — it makes it harder to establish differences between players. The same problem is true when it comes to 1vX clutches, which is why our leaderboard for clutches does not account for rounds played.

Flash assists are also several steps divorced from the flashbang itself. A teammate can whiff on a completely blind player, netting you 0.00 flash assists per round. An opponent can get lucky and net a kill while fully blind. Your flash might fulfill a different purpose than a flash assist, perfectly delaying an enemy's push for a crucial three seconds to allow a rotation to come in.

Flashes are versatile and their effectiveness is not completely covered by flash assists. Fortunately, it is not our only option: there is also the stat labelled as 'opp flashed' on our flashbang page. This is the average time per round opponents were blinded by a player's flashbang. So, it takes into account good flashes even if they do not result in a kill.

cadiaN is still near the top, but a player like Dmitry "⁠sh1ro⁠" Sokolov drops out of the top ten with just 1.66s opponents flashed. This is where these stats can help with narratives; sh1ro's Cloud9 side have come under fire for their poor flash assists as a team, often coming low in the FTU leaderboard with just 0.19 flash assists per round. To put that into context, cadiaN gets a flash assist as often as Cloud9's whole team gets two.

So what explains this discrepancy? HEROIC's proactive style, especially on CT-side, might put them in more situations where a popflash from cadiaN is useful compared to Cloud9's pragmatic, turtle-like approach to defence. But it also might be as simple as Cloud9 and sh1ro buying less flashes than other top teams — every statistic needs context to go along with it.

One avenue here is to equate for opportunity even further, by only comparing a player to their teammates. Here are the players who provide the highest percentage of their team's flash assists:

This list only includes players who have competed under the same banner for the entirety of 2022, excluding the likes of SunPayus

While interesting, this still doesn't solve our problem. There is no single flashbang statistic that accounts for all of the issues raised in this piece. However, that isn't that rare in stats. In fact, many a statistic needs to be presented in conjunction with another. We often do this automatically, like how 0.80 kills per round equals 24 kills in a 30-round game or how rating compiles several different metrics to make one easy-to-understand number.

But, sometimes, compiling multiple stats into one number is less valuable than keeping them separate. Each stat might give you a slice of context, but only when viewed together do you get a full picture of how each stat affects the other.

To visualise this, here's a scatterplot. On one axis is how many flashbangs each player throws per round, and the other shows how many seconds an opponent is blinded by that player's flashbangs in each round.

Now, we are viewing the numbers with proper context. The top-right corner shows the players who are elite with flashbangs whilst under a far larger sample size, while players like Marco "⁠Snappi⁠" Pfeiffer and Lotan "⁠Spinx⁠" Giladi are in a different zone for players who have very effective flashes but don't throw too many.

Pure support players, in fact, do not appear much in these flashbang leaderboards. This might be because of roles; the person who throws the flashes in executes will inevitably be third or fourth into a bombsite, a role where you want your star players and trade fraggers in rather than your support player. We see this with Snappi in particular. As ENCE's entry fragger, he does not throw a lot of flashes, but the flashes he does throw are of a very high quality.

We could do this for any flashbang statistic, of course; it would be equally valuable to see flash assists compared to the time opponents were flashed, to see whose flashes are converted most often. Hopefully, we have illustrated the difference between viewing a statistic in isolation and with proper context.

Before we finish the article, we will add one more caveat: we still cannot statistically determine who throws the best flashbangs. We have already mentioned the constraints when it comes to AWPers and back-of-the-pack riflers getting to throw more flashbangs.

But we are also missing a key part of the puzzle: Who found the lineup for the flashbang? Who designed the execute that the flash is part of? While it is often an IGL, coaches and analysts deserve credit for their team's and player's flashbang statistics too.

Backroom staff like FaZe's innersh1ne are instrumental in finding new grenades for their teams

A player like cadiaN crops up across all metrics, so he is clearly doing something different to other players. But, from the outside, we cannot be 100% confident that edge is not boosted by analysts, style, and countless other factors.

This means it should be fairer to compare teams, rather than players, when it comes to flashbang statistics. Except, teams that score highly in flash assists are rarely the very best teams in the world.

In fact, there is a weak negative correlation between a team's flash assists and round win percentage. Of the eight FTU stats (mutli-kills, opening kills, etc.) flash assists is the only one where our trend line slopes downwards when we take teams on LAN in 2022 with a top twenty filter.

Teams like Cloud9 have had consistently poor flash assists, and the first scatterplot showed how FaZe's players actually seem to waste a lot of flashes, with Robin "⁠ropz⁠" Kool, Finn "⁠karrigan⁠" Andersen, and Russel "⁠Twistzz⁠" Van Dulken all in the yellow quadrant. This leads us to a crossroads: Are the best team in the world bad with their flashbangs? Or are we missing something?

The latter answer seems more likely. FaZe are an international squad, with an explosive style. Their rounds are quite short, leaving them less time for lined-up perfect god flashes. FaZe, plotted against every squad, are actually quite average for flash assists; it is multi-kills, 5v4 conversion, and 4v5 conversion that they excel in.

This is an important caveat to acknowledge before the final part of the article, where we take everything into account to create a 'flash rating' akin to opening kill rating, impact rating, and rating 2.0. Flashbang statistics, at the moment, cannot include all the necessary context.

Teams do not want every flashbang they throw to blind an enemy for three seconds or get an assist; the grenade is part of the cat-and-mouse, fake-heavy, meta. So, this is not a definitive list of the best flashbang throwers, nor is it trying to be. It is just a compilation of players who are consistently excellent across these three metrics:

— Flashbangs thrown per round
— Average time opponents were flashed per round
— Flash assists per round

Still, the formula goes a bit of the way to painting an overall picture of how well a player uses their flashbangs, with players like cadiaN, Jame, and Gabriel "⁠FalleN⁠" Toledo rewarded once again. Our AWP-IGL trend is seen once again, while five IGLs and six AWPers make the final list. But, do not forget that the impact of many a flashbang is not incorporated into this rating.

So, should we use flashbang statistics more? Perhaps; players like cadiaN clearly have a knack with the $200 grenade and deserve credit for doing so. But, their purpose should remain as an indicator of style: These statistics tell us that cadiaN uses his flashes to get assists and blind his opponents, but that is not the only possible use. Having a low rating does not mean a player is using his flashbangs incorrectly. Like any stat, context is king. And that is a lesson that can be applied across all metrics, not just those that concern flashbangs.

Brazil Gabriel 'FalleN' Toledo
Gabriel 'FalleN' Toledo
Age:
31
Team:
Rating 1.0:
1.07
Maps played:
1608
KPR:
0.69
DPR:
0.60
Estonia Robin 'ropz' Kool
Robin 'ropz' Kool
Age:
22
Team:
Rating 1.0:
1.12
Maps played:
1171
KPR:
0.74
DPR:
0.61
Denmark Finn 'karrigan' Andersen
Finn 'karrigan' Andersen
Age:
32
Team:
Rating 1.0:
0.91
Maps played:
2053
KPR:
0.62
DPR:
0.69
Israel Lotan 'Spinx' Giladi
Lotan 'Spinx' Giladi
Age:
22
Team:
Rating 1.0:
1.09
Maps played:
488
KPR:
0.73
DPR:
0.65
Russia Dzhami 'Jame' Ali
Dzhami 'Jame' Ali
Age:
24
Team:
Rating 1.0:
1.13
Maps played:
1221
KPR:
0.71
DPR:
0.55
Russia Dmitry 'sh1ro' Sokolov
Dmitry 'sh1ro' Sokolov
Age:
21
Team:
Rating 1.0:
1.22
Maps played:
908
KPR:
0.77
DPR:
0.53
Canada Russel 'Twistzz' Van Dulken
Russel 'Twistzz' Van Dulken
Age:
22
Team:
Rating 1.0:
1.11
Maps played:
1424
KPR:
0.73
DPR:
0.62
Denmark Marco 'Snappi' Pfeiffer
Marco 'Snappi' Pfeiffer
Age:
32
Team:
Rating 1.0:
0.95
Maps played:
1617
KPR:
0.65
DPR:
0.67
Denmark Casper 'cadiaN' Møller
Casper 'cadiaN' Møller
Age:
27
Team:
Rating 1.0:
1.05
Maps played:
1514
KPR:
0.69
DPR:
0.63
Russia Ilya 'm0NESY' Osipov
Ilya 'm0NESY' Osipov
Age:
17
Team:
Rating 1.0:
1.18
Maps played:
294
KPR:
0.78
DPR:
0.60
WHAT? I never use them
2022-10-25 12:21
0
11 replies
#8
Faceit level 10  | 
mattloo | 
Netherlands Neox6
Gold 3 detected
2022-10-25 12:24
0
6 replies
double AK Nuke only
2022-10-25 12:28
0
4 replies
#14
Faceit level 10  | 
mattloo | 
Netherlands Neox6
gross
2022-10-25 12:29
0
most normal mm player
2022-10-25 12:45
0
2 replies
Based.
2022-10-25 14:46
0
1 reply
What are we discussing?
2022-10-25 17:43
0
#34
 | 
Australia opzy
Look at the stats, negative winning correlation B)
2022-10-25 12:57
0
#53
Cooper | 
Europe kuu1
Flashes are for noobs that don't know how to shoot.
2022-10-25 13:48
0
3 replies
I mean my aim is pretty avergae but I think I have a higher chance to survive with a weapon in a hand than a granate. Only thing i use every round is a smoke and then sometimes a Molotov to stop rushes.
2022-10-25 13:50
0
2 replies
Cs isn’t a single player
2022-10-25 14:14
0
1 reply
but in public MM the team profits more from kills than anything else.
2022-10-25 14:14
0
#3
Faceit level 9 Old school: User been here for more than 10 years  | 
DolphiN | 
Denmark DolphiN
cadian best flasher!
2022-10-25 12:21
0
3 replies
#5
 | 
Poland Neo[T]orius
kkkkkkkkkkkkkkkkkkkkk
2022-10-25 12:21
0
gets -1 for cringe, sorry out of top 20 best flashers now
2022-10-25 12:41
0
Cadian's point has be located under the horizontal base line 🙃
2022-10-26 09:07
0
#4
 | 
Poland Neo[T]orius
what is this article mens (
2022-10-25 12:21
0
6 replies
#21
 | 
Spain batxe
stat guys from Hltv earning their salary
2022-10-25 12:34
0
just read the guy has put in atleast 1 month creating such an awesome article and you are here commenting after 1 min that u r not able to comprehend.
2022-10-25 13:41
0
1 reply
Its written well too. Didnt feel boring or dragged out.
2022-10-25 16:45
0
Very nice article. I love such data
2022-10-25 14:14
0
1 reply
+1 high quality post
2022-10-27 11:41
0
Someone never heard about flashes. Not surprised at all
2022-10-28 05:43
0
wat
2022-10-25 12:21
0
#9
 | 
Norway Snaids
Huh, very cool I expected some support players, interesting to see its all awpers or igls
2022-10-25 12:25
0
STOP TEAMFLASH WTFFFFF
2022-10-25 12:26
0
1 reply
Missing the time
2022-10-25 12:49
0
I flash my team
2022-10-25 12:26
0
dycha is underrated
2022-10-25 12:30
0
1 reply
2022-10-25 12:30
0
#17
B1ad3 | 
Finland n3iki
Another ner0 banger
2022-10-25 12:33
0
3 replies
yes i also enjoy. good job by the ner0
2022-10-25 12:34
0
#30
Faceit premium user Faceit level 9  | 
Puppy | 
Europe clegur
+1
2022-10-25 12:49
0
+1
2022-10-25 13:07
0
My mm teammates flash themselves so 100% flash rate .
2022-10-25 12:33
0
#22
 | 
Spain batxe
respects to Cadian and Jame, IGL, awping and flashing
2022-10-25 12:35
0
#25
 | 
Antigua and Barbuda qezar
Nice and thorough article. Is funny that this site produces content of this high caliber alongside the miserable low-iq bait-posts that can be found on the forum.
2022-10-25 12:40
0
Love these articles. Great read.
2022-10-25 12:41
0
#28
 | 
United Kingdom Jonty04l32
Great article, NER0cs. ^^
2022-10-25 12:42
0
#31
Jee | 
Australia MiniDom
hmm flashbang rating is interesting
2022-10-25 12:49
0
Keeping my irritation at the mods aside, this is quality content! Great analysis by Ner0cs. As a side note, I believe zywoo is also hella underrated for flash assist. He had like 0.06 flash assists per round and also had good flash volume. imgur.com/a/WWtGNeW More than round-winning moves, flashes are more the way a team takes map control I suppose.
2022-10-25 12:50
0
#35
 | 
Denmark Derige
Nero is without a doubt the best HLTV writer atm. I love the statistics! Admittedly i am a statician/economist myself but i freakin love these <3 Edit: Would love to see Astralis 2018/2019 flash stats compared to faze/C9/Navi today. To see if they also had average flash stats
2022-10-25 13:02
0
Very good read ty
2022-10-25 13:07
0
Flashes still super underrated, even in the mid to higher Elos a lot of players don’t do anti flash positions and other stuff. Even if you throw the same timing flash several rounds enemies don’t care. If you know just a few timing flashes or good pop flashes you can go easy supporter for your entry fragger and even get good flash kills on your own.
2022-10-25 13:23
0
#41
 | 
Finland JooonsMO
Great read. I would like to see more statistics for support plays in future.
2022-10-25 13:27
0
glaive>Karrigan
2022-10-25 13:33
0
Good read. Suggestion: With the seemingly low sample sizes, use confidence interval (or Bayesian credible interval) with errorbars to capture/visualize the uncertainty due to sample size.
2022-10-25 13:33
0
meaningless stat, lots of flashes are not designed to get kills but to safely get map control, specially when defaulting as T.
2022-10-25 13:34
0
Articles like these are absolute gold. Underlining the importance of context and nuance with raw numbers is a good thing to see.
2022-10-25 13:35
0
comediaN haters why so quiet
2022-10-25 13:37
0
Impressive level of geekiness!
2022-10-25 13:38
0
#48
Faceit level 10  | 
 | 
United States R700
"Guys, just go out monster I'm mollying short and double flashing high right, just clear site" -Green and blue run fountain -Orange goes con -Yellow dies to awp widepeeking monster Just another day
2022-10-25 13:39
0
2 replies
#98
Faceit level 2  | 
SPUNJ | 
Malaysia nameless121
flag checks out
2022-10-26 14:10
0
1 reply
#99
Faceit level 10  | 
 | 
United States R700
facts This is 10 faceit btw
2022-10-26 19:22
0
extremely informative article
2022-10-25 13:41
0
#51
RpK | 
France Snabe_
Very good stats mister NER0cs
2022-10-25 13:42
0
Would be great to see a similiar deep dive to the "actual" impact of a player's frags/gameplay vs. stats/rating/various data points. I'd predict players like blamef (he's good don't get me wrong, not hating here) would come out looking somewhat worse than their numbers show, along other players who look impressive mechanically or stats-wise but might contribute to success less than one might initially believe.
2022-10-25 13:45
0
1 reply
+1
2022-10-26 12:17
0
#54
 | 
San Marino Loyuu
apex's a beast with flashes since 2019
2022-10-25 13:50
0
I like this type of analysis from hltv
2022-10-25 13:50
0
#57
Old school: User been here for more than 10 years  | 
w0nderful | 
Canada sightx
jame the goat of flashes no cap
2022-10-25 13:56
0
would love an article looking at some type flash heat map. i mean, which flash lineups landing at somewhat specific spots blind people the most on average/end in the most kills
2022-10-25 14:00
0
1 reply
Yep that would be a lot more usefull imo, the stats in the article depend on many factors, as someone else already said, a lot of flashes are used to take map control not kills
2022-10-25 16:17
0
In the "Time Opp Flashed" table, either the times are wrong or players #2 and #3 come in the wrong order (at the time I'm writing this).
2022-10-25 14:01
0
expected more support players like perfecto or interz on top, very interesting read, thanks HLTV.
2022-10-25 14:02
0
Nice cadian
2022-10-25 14:25
0
Since 1.6 I love use flashbang's, im support so, in 1.6 we couldnt know if enemy is blind, need to be sure that flash really works. CSGO let things cooler because we know when enemy is blinded. *___*
2022-10-25 14:58
0
#68
 | 
South Africa Ray_ZA
Where is the teammates flashed statistic, Ner0
2022-10-25 15:06
0
#69
 | 
Brazil _Awper
FalleN best flasher
2022-10-25 15:08
0
1 reply
#85
mch | 
Brazil eitham
professor of perfeitolas
2022-10-25 19:11
0
#70
 | 
Indonesia ayijpob
did cadiaN know opponent position to throw good flashes? Jame carried his team with flashes, his holy light is great attack
2022-10-25 15:13
0
2 replies
so when opponents died while getting flashed from jame, will he go to heaven or hell?
2022-10-26 12:00
0
1 reply
#95
 | 
Indonesia ayijpob
his holiness cleaning their sin lol
2022-10-26 12:00
0
#71
Old school: User been here for more than 10 years  | 
 | 
Japan mameloff
This is a very high quality article. Essentially, a great discussion should be started based on this article.
2022-10-25 15:11
0
God Try
2022-10-25 15:18
0
#73
 | 
Brazil AWFenrir
Fallen's perfeitinhas
2022-10-25 15:45
0
Good article Mr. Nero, as always really nice visuals. Adding to what you said about flash effectiveness, forcing someone to turn around or reposition can be a massive help to winning a duel. After all, if blinded you can still shoot the enemy, having to turn around means you can't shoot them, 7.23% of all kills this year were from someone blinded, while 0% were from someone 180 degrees the wrong way. Also, some flashes might not even have the intent on blinding someone, think Classic MM Dust2 Long A take or maybe Overpass B Take, players might throw a flash not caring if they blind an opponent, but as a way to dissuade the CT's from playing long, meaning teams that play those maps more, blind less people (Heroic's least played maps are D2 and OVP). I think the "Do Flash Assists Matter?" visual really works as a way to break teams out into archetypes, and how they approach strategy.
2022-10-25 16:07
0
1 reply
#93
 | 
India matrixbot
D2 is parma ban for heroic but they play overpass and overpass was their perma pick before they switched it to inferno
2022-10-26 09:22
0
I like these statistic posts. Keep them coming!
2022-10-25 16:07
0
I've always thought flash assists were more important than this, interesting!
2022-10-25 17:46
0
c9 flashes fell off after they became cloud9, wtf
2022-10-25 18:01
0
Awesome work. Thank you for putting this together. Very interesting, and you were properly critical of the information and statistics, which I think is important given how often people take statistics in a vacuum.
2022-10-25 18:49
0
#86
 | 
United States TotSpotter
Kills while enemy is blind would be a more useful statistic for overall flashbang effectiveness because you don't get an assist if you get the kill yourself. Time opponents flashed per flashbang thrown would be excellent as well.
2022-10-25 19:43
0
Love these articles
2022-10-26 00:59
0
cadian is a good flasher especially in bath tub
2022-10-26 04:46
0
1 reply
also good in mirror room
2022-10-26 09:09
0
#89
zevy | 
Brazil mascd
What a great article.
2022-10-26 06:41
0
#90
 | 
India gobipaneer
Hey Nero what kind of clustering algorithm do you use for the scatter plots
2022-10-26 08:46
0
#97
 | 
Europe Sojadude
interesting article!
2022-10-26 12:38
0
#100
 | 
Brazil dio_scuro
8/8 article gj
2022-10-27 00:58
0
Proof that cadian is a coward
2022-10-27 19:29
0
Now do the Flashbang Dance
2022-10-27 21:47
0
#107
NAF | 
United States Chuee
i love flashing people if ya know what i mean
2022-10-28 19:36
0
#108
b1t | 
United States hoobit
good article
2022-10-31 18:59
0
#109
 | 
Russia mshkoda
8/8
2022-10-31 19:03
0
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