Rating 3.0 The rating tells us if the player put up above or below average numbers, with 1.00 being the average
0.60
CT Rating
-5.28%
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
0.81
0.81
DPR
DPR Deaths per round
DPR
DPR (eco-adjusted) Deaths per round. Adjusted to compensate for economy.
Avg.
Poor
62.0%
62.3%
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
11.4%
0.73
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.
Poor
58.3
59.6
ADR
ADR Average damage per round
ADR
ADR (eco-adjusted) Average damage per round. Adjusted to compensate for economy.
Avg.
Poor
0.53
0.55
KPR
KPR Kills per round
KPR
KPR (eco-adjusted) Kills per round. Adjusted to compensate for economy.
Avg.
Poor
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.
5/100
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.
4/100
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.
12/100
Kills per round
0.53
Kills per round
0.50
Kills per round
0.57
Rounds with a kill
39.2%
Rounds with a kill
35.7%
Rounds with a kill
43.2%
Kills per round win
0.85
Kills per round win
0.86
Kills per round win
0.85
Rating 3.0
0.67
Rating 3.0
0.60
Rating 3.0
0.76
Damage per round
58.3
Damage per round
60.9
Damage per round
55.3
Rounds with a multi-kill
11.4%
Rounds with a multi-kill
11.9%
Rounds with a multi-kill
10.8%
Damage per round win
75.6
Damage per round win
80.1
Damage per round win
70.8
Pistol round rating
0.70
Pistol round rating
1.04
Pistol round rating
0.36
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.
19/100
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.
36/100
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.
13/100
Saved by teammate per round
0.09
Saved by teammate per round
0.14
Saved by teammate per round
0.03
Traded deaths per round
0.10
Traded deaths per round
0.10
Traded deaths per round
0.11
Traded deaths percentage
12.5%
Traded deaths percentage
11.8%
Traded deaths percentage
13.3%
Opening deaths traded percentage
37.5%
Opening deaths traded percentage
0.0%
Opening deaths traded percentage
50.0%
Assists per round
0.11
Assists per round
0.14
Assists per round
0.08
Support rounds
16.5%
Support rounds
21.4%
Support rounds
10.8%
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.
73/100
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.
67/100
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.
64/100
Saved teammate per round
0.11
Saved teammate per round
0.05
Saved teammate per round
0.19
Trade kills per round
0.14
Trade kills per round
0.14
Trade kills per round
0.14
Trade kills percentage
26.2%
Trade kills percentage
28.6%
Trade kills percentage
23.8%
Assisted kills percentage
40.5%
Assisted kills percentage
38.1%
Assisted kills percentage
42.9%
Damage per kill
110
Damage per kill
122
Damage per kill
97
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.
12/100
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.
10/100
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.
45/100
Opening kills per round
0.05
Opening kills per round
0.02
Opening kills per round
0.08
Opening deaths per round
0.10
Opening deaths per round
0.05
Opening deaths per round
0.16
Opening attempts
15.2%
Opening attempts
7.1%
Opening attempts
24.3%
Opening success
33.3%
Opening success
33.3%
Opening success
33.3%
Win% after opening kill
75.0%
Win% after opening kill
100.0%
Win% after opening kill
66.7%
Attacks per round
2.05
Attacks per round
2.17
Attacks per round
1.92
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.
14/100
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.
9/100
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.
18/100
Clutch points per round
0.0
Clutch points per round
0.0
Clutch points per round
0.0
Last alive percentage
12.7%
Last alive percentage
9.5%
Last alive percentage
16.2%
1on1 win percentage
0.0%
1on1 win percentage
0.0%
1on1 win percentage
-
Time alive per round
1m 1s
Time alive per round
1m 0s
Time alive per round
1m 3s
Saves per round loss
3.8%
Saves per round loss
7.1%
Saves per round loss
0.0%
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
0.00
Sniper kills per round
0.00
Sniper kills per round
0.00
Sniper kills percentage
0.0%
Sniper kills percentage
0.0%
Sniper kills percentage
0.0%
Rounds with sniper kills percentage
-
Rounds with sniper kills percentage
-
Rounds with sniper kills percentage
-
Sniper multi-kill rounds
0.0
Sniper multi-kill rounds
0.0
Sniper multi-kill rounds
0.0
Sniper opening kills per round
0.0
Sniper opening kills per round
0.0
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.
5/100
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.
9/100
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.