Introducing HLTV attributes
There's a new way to find out the style of a player, rolling out today on all stats pages.

There's plenty of ways to measure a player's performance. From our very own forums to broadcasts and debates elsewhere, you'll have heard plenty about Rating 2.0, kills per round, average damage per round (ADR), and the like.
What is harder, on our stats pages right now, is establishing the type of player someone is. Someone's frag count or impact rating may correlate with certain roles but to confirm if someone is an aggressive opener, selfless entry fragger, or baity lurker, you would have to actually watch them play.
Until now. We're rolling out seven HLTV Attributes that show you the style of a player, not their performance. It won't be perfect, nothing ever is, but our database can see far more games than any scout: This will give you a glimpse into every player from Mathieu "ZywOo" Herbaut down to a 15-year-old that is coming up in a local scene.
It's split into seven categories, that complement each other to build a full picture of a player. Each player gets a score from 0-100 in the seven, and the full scale is used: It's not like FIFA, where 70 is a bad score. 50 is the average score for a top-tier professional player, based on CS2 averages over one event.


When you click a player's main 0-100 score in a category, a dropdown of more advanced statistics becomes visible. These include the classics you expect to see, as well as new stats like how often a player is last alive, kills and damage in round wins, how many opening kills someone gets specifically with the AWP, and more. And, most importantly for all you hatemaxxers, we have saving stats too.
If you're unsure on what any of the metrics are quantifying, just hover with your mouse and some text will come up explaining each in more detail.
There's two key filters, a side one (with toggles for Terrorist, Counter-Terrorist, and both sides) and whether you want to see stats per round, or per 24 rounds. The idea of making it per 24 rounds is to make the stats more similar to what you might see on a matchmaking scoreboard.
0.83 kills per round is a fairly inconspicuous number on its own, but 20 frags per 24 rounds is something you know intuitively as an impressive figure. It's also helpful for Fantasy: Jimi "Jimpphat" Salo averages 3.7 trade kills per 24 rounds (one of our new metrics launching with attributes), making him a decent choice for the Avenger (4 trade kills in one map) booster.
Now, let's get into the categories themselves with some examples.
The first one, Firepower, is a bit different in that it is more of a traditional performance measure but it is useful in showing a player's raw output. It only takes into account kills, damage, and multi-kills to show which players are dealing the most damage without any complications from high survival rates or good round-to-round consistency to differentiate it from Rating 2.0.
We then get into the true stylistic measures, with Entrying. This is measured using traded death stats to see who is the most common lamb sent to slaughter on the bomb-site entry or CT setups. Its twin and opposite is Trading, which uses traded and assisted kills to highlight players more likely to be second into a site.

In combination, these two can tell you a lot. High Entrying and low Trading will usually be a supportive sacrificial entry. The opposite will be a trademark baiter. Some players will be high in both, as versatile members of the map control pack happy to go first or second. And some lurkers or super-aggressive space takers will be low in both, because they operate on their own so often.
Next into the pie is Opening, which also complements Entrying. This one is based on opening kills and attempts to show the players most often involved in early-round duels. If a player is high in both openers and traded deaths, it suggests plenty of early-round tumbles as a pack whereas an aggressive lurker might score high in Opening but low in Entrying.

It's important to stress that this is about showing what a player does most often, and not really about how good they are at doing it. Finn "karrigan" Andersen will have a high entering score thanks to how often he is traded as the bomb-site entry, but other players may do it with cleaner movement or a higher success rate and end up with a lower score. We are showing stylistic tendencies, not a player's overall skill.
The opposite of Opening is Clutching, based on how often a player is in clutches (last alive %) and how often they win them (clutch points). Clutches are pretty rare, so this is a metric that always benefits from large samples sizes, but for people who wanted a per-round version of the total clutches leaderboard here it is.

Then we have Sniping, a simple one based on Scout and AWP kills, which is calculated slightly differently to make hybrid and secondary AWPers orange, primarys green, and pure rifles red.
Finally, Utility is based on flashbang usage, flashbang assists, and overall utility damage to ensure flowers are handed out to specialists like Aleksi "Aleksib" Virolainen and Dan "apEX" Madesclaire.
Now we hand it over to you. Play around with the 22 new metrics, including trading stats, clutching, and how often a player finds an opener with a sniper, and learn something new about the players at the top and bottom of the scene.














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