CS2 matchmaking profile
Kim
Rating
1.16
Pro avg 1.06
KAST
79%
Pro avg 73%
ADR
80
Pro avg 72
K/D
1.00
Pro avg 0.99
Headshots
57%
Pro avg 50%
Win rate
100%
1W · 0L
From 19 rounds: 14 kills, 14 deaths, 4 assists. The rating is our approximation of HLTV's 2.0; KAST is the share of rounds with a kill, assist, survival or traded death. The amber mark is the pro average.
Against the pros
Set beside 96 pros over 870 player-maps of pro play, read from match demos the same way. Pros earn theirs against other pros, so treat it as a yardstick.
You Pro average
- Rating 1.16 1.06
- KAST 79% 73%
- ADR 80 72
- K/D 1.00 0.99
- Headshots 57% 50%
- Opening duels 60% 50%
- Kills a round 0.74 0.65
- Accuracy 16% 17%
- Multi-kill rounds 11% 15%
- Utility damage 6.3 4.7
- Deaths traded 21% 22%
▲ Strongest against the pros
Opening duels: 60% against their 50%.
▼ Biggest gap to close
Multi-kill rounds: 11% against their 15%.
Aim
What happens once an enemy is in view, from 14 duels and 105 bullets. "In view" is the game's own record of who has spotted whom, which starts when the enemy is already near the crosshair, so the first two read lower than other sites' numbers.
Time to damage
297ms
from seeing an enemy to hitting them. Lower is better. Pro avg 177 ms
Crosshair placement
4.6°
the aim had to move to land that hit. Lower is better. Pro avg 2.3°
Counter-strafing
50%
of standing rifle shots fired slow enough to be accurate. Pro avg 86%
Spray accuracy
21%
of rifle bullets in sprays of three or more that hit. Pro avg 29%
Accuracy, enemy in view
24%
of bullets hit, leaving out spam through walls and smoke. Pro avg 28%
Grenades
What 51 grenades did: 21 flashbangs, 10 smokes, 9 HE and 11 molotovs, 2.7 a round. Pros throw 2.2 a round.
Enemies per flash
0.71
enemies blinded by each flashbang, for 3.2s each, against 0.19 teammates. Pro avg 0.59
Flashes into kills
5%
of flashbangs blinded an enemy who died still blind (1 kills). Pro avg 7%
Damage per HE
5.1
damage to enemies from each HE grenade thrown. Pro avg 8.4
Damage per molotov
6.6
damage to enemies from each molotov or incendiary. Most are thrown to block, not burn. Pro avg 2.8
Unused at death
$357
of grenades still in the pocket at each death. Lower is better. Pro avg $229
By buy
Rounds by what the team carried when the round began: an eco is under $2,000 a player, a force buy under $4,000. The average round starts with $3787 of gear. Pros carry $4197.
Pistol round
100%won
0-2 and 0 ADR over 2 rounds. Pro avg 75 ADR
Eco
50%won
1-1 and 83 ADR over 2 rounds. Pro avg 47 ADR
Force buy
57%won
8-5 and 114 ADR over 7 rounds. Pro avg 66 ADR
Full buy
75%won
5-6 and 69 ADR over 8 rounds. Pro avg 76 ADR
How the rounds go
Opening duels
60%won
3 first kills2 first deaths
Trades
1trade kills
3 of 14 deaths traded by a teammate
Clutches
0 won of 0 last-alive rounds
Multi-kill rounds
1
2k
1
3k
0
4k
0
Ace
How the kills were made
18 m
average distance
1
through smoke (7%)
1
wallbangs (7%)
1
no-scopes
0
while blind
0
in the air
Utility
6.3
grenade damage a round
15.0
enemies blinded a match
1
flash assists
Accuracy
Shots that hit16%
Hits to the head28%
Sides
CT side12 rounds
0.78 K/D62 ADR
T side7 rounds
1.40 K/D109 ADR
Kills by weapon
- Desert Eagle 4
- AWP 3
- AK-47 2
- TEC9 2
By map
Open a map for every match played on it, each with a full recap.
Recent matches
These are the matches Kim asked CS2 Buddy to review, read from the match demos. Get your own.