Stat glossary
Definitions
Find out how each CS2 stat is calculated and what a demo needs to contain before we can show it. Stats without enough source data are labeled unavailable.
How Frag Rating is calculated
See the inputs and formula on the methodology page.
Core match data
Available when scoreboard and round data are complete.
Advanced match analysis
Needs complete event-level replay analysis.
Position data
Needs complete position and tick data from the replay.
Linked service
Needs the player to link the external service.
01 · 11 metrics
Core match data
Scoreboard facts and round-weighted performance.
- Kills
- K
- Enemy eliminations credited to the player.
- Source:scoreboard
- Needs:core match data
- Deaths
- D
- Rounds in which the player died, summed across the sample.
- Source:scoreboard
- Needs:core match data
- Assists
- A
- Eliminations for which the player received an assist credit.
- Source:scoreboard
- Needs:core match data
- Kill/death ratio
- K/D
- Fragging efficiency over the selected sample.
- total kills / total deaths
- Source:derived
- Needs:core match data
- Kills per round
- KPR
- Average kills in each played round.
- total kills / rounds played
- Source:derived
- Needs:core match data
- Deaths per round
- DPR
- Average deaths in each played round.
- total deaths / rounds played
- Source:derived
- Needs:core match data
- Average damage per round
- ADR
- Player damage dealt per played round, weighted by raw round count.
- total damage / rounds played
- Source:derived
- Needs:core match data
- Headshot kill percentage
- HS%
- Share of the player's kills finished with a headshot; not the share of bullets that hit the head.
- headshot kills / kills × 100
- Source:derived
- Needs:core match data
- KAST
- KAST
- Share of rounds with a kill, assist, survival, or trade.
- KAST rounds / rounds played × 100
- Source:derived
- Needs:core match data
- Frag Rating v0.2
- FR
- FragLedger's bounded impact index derived from K/D, ADR, and KAST. It is separate from Valve CS Rating.
- 1 + .28(K/D−1) + .32((ADR−75)/75) + .24((KAST−70)/70)
- Source:derived
- Needs:core match data
- Match win rate
- Win%
- Won matches as a share of completed matches that passed validation.
- wins / (wins + losses + draws) × 100
- Source:derived
- Needs:core match data
02 · 12 metrics
Aim
Weapon mechanics measured from qualified demo events.
- Weapon accuracy
- ACC
- Registered weapon hits as a share of shots fired.
- shots hit / shots fired × 100
- Source:demo events
- Needs:advanced manifest
- First-bullet accuracy
- FBA
- First shots in qualified engagements that register a hit.
- first-bullet hits / qualified first shots × 100
- Source:demo events
- Needs:advanced manifest
- Counter-strafe success
- Counter
- Qualified first shots fired after movement inaccuracy fell below the method threshold.
- successful stops / counter-strafe opportunities × 100
- Source:demo events
- Needs:advanced manifest
- Spray control
- Spray
- Qualified spray attempts that maintain the method's hit/control threshold.
- controlled sprays / spray attempts × 100
- Source:demo events
- Needs:advanced manifest
- Burst connect time
- Burst TTD
- Milliseconds from the first shot of a multi-shot burst to the first hit in that burst. First-bullet-only hits are excluded (hitscan link latency is not skill). Not the same as see-to-damage reaction; prefer sight-to-damage when map geometry is available.
- Source:demo events
- Needs:advanced manifest
- Sight to damage
- S2D
- Milliseconds from the start of a continuous line-of-sight streak on an enemy to the first direct damage on them (geometry-sampled). Closest analogue to reaction time; smoke occlusion is not modeled.
- Source:demo events + map geometry
- Needs:advanced manifest
- Crosshair placement error
- Xhair
- Angular distance from the crosshair to the first visible opponent at a qualified engagement.
- Source:demo events
- Needs:position artifact
- Aim snap
- Snap
- Largest consecutive view-angle step in an engagement window, in degrees. Screening measurement for unusual flick size; not a cheat verdict.
- Source:demo events
- Needs:position artifact
- Occluded aim share
- Occ. aim
- Share of sampled ticks where the attacker held a tight aim cone on a target with no line of sight. ESP-style tracking pattern; holding a known angle can look similar.
- Source:demo events + map geometry
- Needs:advanced manifest
- Pre-visible aim lead
- Pre-vis
- Milliseconds the attacker held a tight cone on the victim while line of sight was blocked, immediately before a visible streak. Not sight-to-damage and not a cheat verdict.
- Source:demo events + map geometry
- Needs:advanced manifest
- First-bullet head share
- FB HS
- Share of connected first bullets whose linked hitgroup is head.
- Source:demo events
- Needs:advanced manifest
- Jump interval
- Jump gap
- Milliseconds between consecutive jumps. Identical gaps at bunny-hop cadence are a script screening flag.
- Source:demo events
- Needs:advanced manifest
03 · 6 metrics
Duels
Openings, trades, multi-kills, and clutch conversion.
- Opening duel attempts
- Open att.
- Rounds in which the player participated in the first kill/death duel.
- Source:demo events
- Needs:advanced manifest
- Opening duel win rate
- Open%
- Share of opening duel attempts won by the player.
- opening wins / opening attempts × 100
- Source:derived
- Needs:advanced manifest
- Trade kills
- Trades
- Kills that answer a teammate's death within the configured trade window.
- Source:demo events
- Needs:advanced manifest
- Traded deaths
- Traded D
- Player deaths followed by a teammate trade within the configured window.
- Source:demo events
- Needs:advanced manifest
- Clutch conversion
- Clutch%
- Won 1vX situations as a share of recorded clutch attempts, shown with 1v1–1v5 splits.
- clutches won / clutch attempts × 100
- Source:derived
- Needs:advanced manifest
- Multi-kill rounds
- 2K–5K
- Rounds split by two, three, four, or five player kills.
- Source:demo events
- Needs:advanced manifest
04 · 7 metrics
Utility
Grenade usage, damage, flashes, and resources left behind.
- Utility damage
- UD
- Enemy damage dealt by HE grenades and incendiary fire.
- Source:demo events
- Needs:advanced manifest
- Utility damage per round
- UD/R
- Round-weighted utility damage contribution.
- utility damage / rounds played
- Source:derived
- Needs:advanced manifest
- Enemies flashed
- EF
- Enemy blind events credited to the player's flashbangs.
- Source:demo events
- Needs:advanced manifest
- Enemy blind time
- Blind s
- Total effective enemy blind duration caused by the player's flashes.
- Source:demo events
- Needs:advanced manifest
- Flash assists
- FA
- Kills assisted through a qualifying flash blind.
- Source:demo events
- Needs:advanced manifest
- Grenades thrown
- Nades
- Smoke, flash, HE, incendiary, and decoy throws, split by grenade type.
- Source:demo events
- Needs:advanced manifest
- Unused utility on death
- Unused
- Grenades carried when the player died, shown as count and equipment value.
- Source:demo events
- Needs:advanced manifest
05 · 4 metrics
Economy
Equipment value, buy states, saves, and round conversion.
- Buy type
- Buy
- Eco, force, half, full, or pistol classification based on team equipment and method thresholds.
- Source:derived
- Needs:advanced manifest
- Equipment value
- Equip
- Value of weapons, armor, defuse kit, and utility at the analysis tick.
- Source:demo events
- Needs:advanced manifest
- Buy conversion
- Buy win%
- Round win rate split by buy type for the player or stable team.
- round wins / rounds in buy bucket × 100
- Source:derived
- Needs:advanced manifest
- Save rate
- Save%
- Qualified lost rounds in which the player survived with retained equipment.
- Source:demo events
- Needs:advanced manifest
06 · 2 metrics
Rounds
Pistol and side-specific context across the match.
- Pistol round record
- Pistol
- Wins and losses in regulation and overtime pistol rounds where the format defines them.
- Source:demo events
- Needs:advanced manifest
- CT/T side split
- CT / T
- Core and advanced numerators grouped by the side actually occupied in each round.
- Source:demo events
- Needs:core match data
07 · 10 metrics
Context
Maps, weapons, relationships, ratings, and benchmarks.
- Weapon performance
- Weapons
- Kills, damage, shots, hits, accuracy, and headshot kills grouped by weapon.
- Source:demo events
- Needs:advanced manifest
- Map performance
- Maps
- Raw totals and ratios grouped by normalized map identifier.
- Source:derived
- Needs:core match data
- Teammate record
- With
- Match record and sample size when playing with another Steam identity.
- Source:derived
- Needs:advanced manifest
- Opponent record
- Vs
- Match record and available duel context against another Steam identity.
- Source:derived
- Needs:advanced manifest
- Valve CS Rating
- CS Rating
- Valve's observed Premier CS Rating; FragLedger does not infer missing values.
- Source:Valve
- Needs:core match data
- FACEIT Elo
- Elo
- FACEIT rating imported from a linked external account.
- Source:external account
- Needs:external integration
- Rank benchmark percentile
- Percentile
- The player's metric position within a versioned, minimum-size cohort sharing mode and rank band.
- Source:derived
- Needs:advanced manifest
- Rolling form
- Last 5
- Core performance recalculated from the raw totals in the latest rolling match window; partial opening windows retain their exact match count.
- sum raw numerators across up to five matches, then divide by the applicable total denominator
- Source:derived
- Needs:core match data
- Rating consistency
- Rating σ
- Population standard deviation of per-match Frag Rating across the selected sample. At least two rated matches are required.
- square root of mean squared deviation from the sample mean
- Source:derived
- Needs:core match data
- Time context split
- Time UTC
- Core raw totals grouped by the immutable match start hour or weekday in UTC.
- Source:derived
- Needs:core match data