FL

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.

Frag Rating formulas

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
Catalog version 0.2 · 52 definitions. Formulas aggregate raw numerators and denominators across the selected sample before calculating a ratio.