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eStatcast

Clutch Conversion

CL%CS2v0.1.0 · experimental · validated 2026-07-16

Computed · experimental. Values are computed, but the definition or model may still change.

What it measures

1-versus-many situations won. Detected deterministically from the kill sequence — one player left alive against two or more.

Formal definition

Clutch situations won ÷ clutch situations faced, where a situation is the first moment a side is reduced to one living player vs ≥2.

Inputs

  • ordered kill events
  • round results

Exclusions

None beyond the standard confidence floor.

Sample & population

Minimum sample
12 clutch situations
Baseline population
Players in the same game/window
Direction
higher better
Unit
%

Percentile interpretation

Read with the situation mix — a 1v2-heavy sample should convert more.

Confidence = source confidence × model confidence. Values from baseline models are capped at 0.7. Below-minimum samples display the value grayed out with no percentile.

Example

Wins 5 of 14 detected 1vN situations → 35.7%.

Known limitations

  • Small samples are inherent — percentiles suppressed below minimum
  • Situational difficulty (1v2 vs 1v5) is flattened in the headline rate
  • A situation is credited as won if the round was won, which includes rounds the clutcher survived without resolving — a bomb that runs down the clock counts

Change log

  • v0.1.0 · 2026-07-16Initial baseline release

→ Rank players by CL%