FL

Metric contract

One meaning for every number.

This is FragLedger's product-wide CS2 stat vocabulary. A metric is not shown as zero when its source is missing, and advanced measurements do not become available until their required demo artifact is complete.

Core ledger

Available after a complete scoreboard and round ledger is reconciled.

Advanced manifest

Requires a complete event-level demo analysis manifest.

Position artifact

Requires a separately generated position/tick artifact.

External integration

Requires the player to link the named external service.

01 · 11 metrics

Core ledger

Scoreboard facts and round-weighted performance.

Kills
K
Enemy eliminations credited to the player.
Source:scoreboard
Needs:core ledger
Deaths
D
Rounds in which the player died, summed across the sample.
Source:scoreboard
Needs:core ledger
Assists
A
Eliminations for which the player received an assist credit.
Source:scoreboard
Needs:core ledger
Kill/death ratio
K/D
Fragging efficiency over the selected sample.
total kills / total deaths
Source:derived
Needs:core ledger
Kills per round
KPR
Average kills in each played round.
total kills / rounds played
Source:derived
Needs:core ledger
Deaths per round
DPR
Average deaths in each played round.
total deaths / rounds played
Source:derived
Needs:core ledger
Average damage per round
ADR
Player damage dealt per played round, weighted by raw round count.
total damage / rounds played
Source:derived
Needs:core ledger
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 ledger
KAST
KAST
Share of rounds with a kill, assist, survival, or trade.
KAST rounds / rounds played × 100
Source:derived
Needs:core ledger
Frag Rating v0.2
FR
FragLedger's bounded impact index using K/D, ADR, and KAST. It is not Valve or HLTV rating.
1 + .28(K/D−1) + .32((ADR−75)/75) + .24((KAST−70)/70)
Source:derived
Needs:core ledger
Match win rate
Win%
Won matches as a share of completed, reconciled matches.
wins / (wins + losses + draws) × 100
Source:derived
Needs:core ledger

02 · 6 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
Time to damage
TTD
Average elapsed milliseconds from a qualified engagement to the player's first damage.
Source:demo events
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

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 ledger

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 ledger
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
Premier CS Rating
CS Rating
Valve's observed Premier rating; FragLedger does not infer missing values.
Source:Valve
Needs:core ledger
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 ledger
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 ledger
Time context split
Time UTC
Core raw totals grouped by the immutable match start hour or weekday in UTC.
Source:derived
Needs:core ledger
Catalog version 0.2 · 46 definitions. Formulas aggregate raw numerators and denominators across the selected sample before calculating a ratio.