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Traded Death Rate

TRD%CS2v0.1.0 · baseline · validated 2026-07-16

What it measures

Share of a player's deaths answered by a teammate kill within five seconds. High values mean deaths that keep round equity; low values mean deaths that hand over map control for free.

Formal definition

deaths where killer died within 5000ms ÷ total deaths. Trade windows and support-distance thresholds are versioned constants of the tradeability classifier.

Inputs

  • kill events with trade linkage
  • position samples

Exclusions

None beyond the standard confidence floor.

Sample & population

Minimum sample
40 deaths
Baseline population
Players in the same game/window; role-adjusted view available
Direction
higher better
Unit
%

Percentile interpretation

Read together with role: entries trade high by design, lurkers low.

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

Entry dies on A-main but the follow-up kills the defender in 2.1s → traded.

Known limitations

  • Doesn't distinguish planned sacrifices from errors — see Isolated Death Rate alongside

Current distribution

career window · n=40 eligible players
p10.00p100.79p251.42p502.62p754.20p905.18p996.98

Change log

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

→ Rank players by TRD%