Rating 3.0 The rating tells us if the player put up above or below average numbers, with 1.00 being the average
0.90
CT Rating
-1.12%
Round swing
Round swing How much, on average, a player changed their team's chances of winning a round based on team economy, side, kills, deaths, damage, trading, and flash assists.
Avg.
Poor
0.77
0.79
DPR
DPR Deaths per round
DPR
DPR (eco-adjusted) Deaths per round. Adjusted to compensate for economy.
Avg.
Poor
67.1%
66.4%
KAST
KAST Percentage of rounds in which the player either had a kill, assist, survived or was traded
KAST
KAST (eco-adjusted) Percentage of rounds in which the player either had a kill, assist, survived or was traded. Adjusted to compensate for economy.
Avg.
Poor
15.9%
1.07
Multi-kill
Multi-kill The percentage of rounds where this player posted 2 or more kills
MK rating
Multi-kill rating Rating of the player's ability to post two or more kills during a round. Adjusted to compensate for economy.
Avg.
Okay
76.2
76.4
ADR
ADR Average damage per round
ADR
ADR (eco-adjusted) Average damage per round. Adjusted to compensate for economy.
Avg.
Okay
0.65
0.66
KPR
KPR Kills per round
KPR
KPR (eco-adjusted) Kills per round. Adjusted to compensate for economy.
Avg.
Okay
Side:
Both Sides
CT Side
T Side
Stats per:
Round
24 rounds
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
55/100
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
45/100
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
60/100
Kills per round
0.65
Kills per round
0.66
Kills per round
0.65
Rounds with a kill
44.4%
Rounds with a kill
45.2%
Rounds with a kill
43.6%
Kills per round win
1.01
Kills per round win
1.04
Kills per round win
0.98
Rating 3.0
0.96
Rating 3.0
0.90
Rating 3.0
1.01
Damage per round
76.2
Damage per round
77.3
Damage per round
75.1
Rounds with a multi-kill
15.9%
Rounds with a multi-kill
16.4%
Rounds with a multi-kill
15.3%
Damage per round win
106.5
Damage per round win
109.3
Damage per round win
103.9
Pistol round rating
0.97
Pistol round rating
0.89
Pistol round rating
1.05
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
65/100
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
60/100
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
65/100
Saved by teammate per round
0.11
Saved by teammate per round
0.09
Saved by teammate per round
0.12
Traded deaths per round
0.16
Traded deaths per round
0.14
Traded deaths per round
0.18
Traded deaths percentage
21.1%
Traded deaths percentage
18.9%
Traded deaths percentage
23.2%
Opening deaths traded percentage
27.3%
Opening deaths traded percentage
24.1%
Opening deaths traded percentage
29.8%
Assists per round
0.22
Assists per round
0.23
Assists per round
0.20
Support rounds
16.2%
Support rounds
16.9%
Support rounds
15.5%
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
49/100
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
54/100
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
52/100
Saved teammate per round
0.10
Saved teammate per round
0.08
Saved teammate per round
0.13
Trade kills per round
0.14
Trade kills per round
0.12
Trade kills per round
0.15
Trade kills percentage
20.8%
Trade kills percentage
18.4%
Trade kills percentage
23.2%
Assisted kills percentage
27.4%
Assisted kills percentage
30.8%
Assisted kills percentage
24.0%
Damage per kill
117
Damage per kill
117
Damage per kill
116
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
48/100
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
41/100
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
55/100
Opening kills per round
0.09
Opening kills per round
0.10
Opening kills per round
0.09
Opening deaths per round
0.14
Opening deaths per round
0.12
Opening deaths per round
0.15
Opening attempts
23.1%
Opening attempts
21.9%
Opening attempts
24.4%
Opening success
40.4%
Opening success
44.1%
Opening success
37.1%
Win% after opening kill
71.2%
Win% after opening kill
65.3%
Win% after opening kill
77.6%
Attacks per round
3.08
Attacks per round
3.19
Attacks per round
2.96
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
40/100
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
42/100
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
39/100
Clutch points per round
0.02
Clutch points per round
0.02
Clutch points per round
0.02
Last alive percentage
8.5%
Last alive percentage
8.6%
Last alive percentage
8.4%
1on1 win percentage
76.5%
1on1 win percentage
69.0%
1on1 win percentage
86.4%
Time alive per round
0m 52s
Time alive per round
0m 54s
Time alive per round
0m 51s
Saves per round loss
1.8%
Saves per round loss
3.0%
Saves per round loss
0.5%
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
0/100
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
0/100
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
0/100
Sniper kills per round
0.01
Sniper kills per round
0.01
Sniper kills per round
0.01
Sniper kills percentage
1.4%
Sniper kills percentage
2.0%
Sniper kills percentage
0.8%
Rounds with sniper kills percentage
0.6%
Rounds with sniper kills percentage
0.8%
Rounds with sniper kills percentage
0.3%
Sniper multi-kill rounds
0.0009
Sniper multi-kill rounds
0.002
Sniper multi-kill rounds
0.0
Sniper opening kills per round
0.0009
Sniper opening kills per round
0.002
Sniper opening kills per round
0.0
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.
60/100
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.
66/100
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.