CS2 matchmaking profile
welfare recipient
Rating
0.34
Pro avg 1.06
KAST
40%
Pro avg 73%
ADR
41
Pro avg 72
K/D
0.43
Pro avg 0.99
Headshots
50%
Pro avg 50%
Win rate
0%
0W · 1L
From 15 rounds: 6 kills, 14 deaths, 1 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 0.34 1.06
- KAST 40% 73%
- ADR 41 72
- K/D 0.43 0.99
- Headshots 50% 50%
- Opening duels 100% 50%
- Kills a round 0.40 0.65
- Accuracy 22% 17%
- Multi-kill rounds 7% 15%
- Utility damage 0.0 4.7
- Deaths traded 14% 22%
▲ Strongest against the pros
Opening duels: 100% against their 50%.
▼ Biggest gap to close
KAST: 40% against their 73%.
Aim
What happens once an enemy is in view, from 10 duels and 62 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
156ms
from seeing an enemy to hitting them. Lower is better. Pro avg 177 ms
Crosshair placement
0.7°
the aim had to move to land that hit. Lower is better. Pro avg 2.3°
Counter-strafing
83%
of standing rifle shots fired slow enough to be accurate. Pro avg 86%
Spray accuracy
26%
of rifle bullets in sprays of three or more that hit. Pro avg 29%
Accuracy, enemy in view
26%
of bullets hit, leaving out spam through walls and smoke. Pro avg 28%
Grenades
What 5 grenades did: 1 flashbangs, 2 smokes, 1 HE and 1 molotovs, 0.3 a round. Pros throw 2.2 a round.
Enemies per flash
1.00
enemies blinded by each flashbang, for 4.4s each, against 0.00 teammates. Pro avg 0.59
Flashes into kills
0%
of flashbangs blinded an enemy who died still blind (0 kills). Pro avg 7%
Damage per HE
0.0
damage to enemies from each HE grenade thrown. Pro avg 8.4
Damage per molotov
0.0
damage to enemies from each molotov or incendiary. Most are thrown to block, not burn. Pro avg 2.8
Unused at death
$21
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 $2807 of gear. Pros carry $4197.
Pistol round
0%won
1-2 and 50 ADR over 2 rounds. Pro avg 75 ADR
Eco
0%won
1-2 and 50 ADR over 2 rounds. Pro avg 47 ADR
Force buy
11%won
4-9 and 47 ADR over 9 rounds. Pro avg 66 ADR
Full buy
50%won
0-1 and 0 ADR over 2 rounds. Pro avg 76 ADR
How the rounds go
Opening duels
100%won
1 first kills0 first deaths
Trades
2trade kills
2 of 14 deaths traded by a teammate
Clutches
0 won of 5 last-alive rounds
1v2 0/2 · 1v3 0/2 · 1v4 0/1
Multi-kill rounds
1
2k
0
3k
0
4k
0
Ace
How the kills were made
20 m
average distance
0
through smoke (0%)
0
wallbangs (0%)
0
no-scopes
0
while blind
0
in the air
Utility
0.0
grenade damage a round
1.0
enemies blinded a match
0
flash assists
Accuracy
Shots that hit22%
Hits to the head20%
Sides
CT side3 rounds
0.33 K/D33 ADR
T side12 rounds
0.45 K/D43 ADR
Kills by weapon
- Galil AR 2
- SG556 2
- Glock-18 1
- USP-S 1
By map
Open a map for every match played on it, each with a full recap.
Recent matches
These are the matches welfare recipient asked CS2 Buddy to review, read from the match demos. Get your own.