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Metric glossary

Every proprietary metric ships with public documentation: what it measures in plain language, the formal definition, required inputs, minimum samples, the model behind it, and its known limitations. A metric without documentation doesn't ship. A published definition is not the same as an available metric: each entry states whether the pipeline actually computes it, and only metrics marked computed can appear as leaderboard columns or carry percentiles.

21 metrics

Counter-Strike 2

21 metrics
Expected Duel Win ProbabilityxDuel

How likely a player was to win each fight before it happened, based on weapons, health, distance, flashes, smoke, and nearby support. A kill in a 20% situation is worth more than one in a 90% situation.

expected · v0.1.0 · awaiting telemetryCS2
Duel Outcomes Above ExpectedDuel+

Duels won above what the situations predicted, per 100 duels. Positive means winning fights they 'should' lose; negative means dropping favorable fights.

value added · v0.1.0 · computedCS2
Round Win Probability AddedRWPA

How much each player's actions moved their team's chance of winning rounds. A 1v3 clutch kill swings far more probability than a cleanup frag in a 5v2.

value added · v0.1.0 · computedCS2
Opening ImpactOI

Value created in the first duel of each round, adjusted for how difficult those opening situations were and how often they convert to round wins.

value added · v0.1.0 · computedCS2
Traded Death RateTRD%

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.

percentage · v0.1.0 · computedCS2
Isolated Death RateISO%

Share of deaths that were classified as isolated: no teammate close enough to trade, not on an objective, not a last-alive or sacrificial situation.

percentage · v0.1.0 · computedCS2
Utility ValueUTIL

Round-rate value of grenades: enemy blind time that leads to team action, utility damage, and flash assists. Measures utility that does something, not utility thrown.

rate · v0.1.0 · computedCS2
Support ProximitySPT

Average distance to the nearest living teammate at the moment of each death. A positioning fingerprint: low = plays inside team structure, high = plays independently.

rate · v0.1.0 · computedCS2
Opening Attempt RateOAR%

How often a player is part of the round's first duel — a style fingerprint separating space-takers from late-round players.

percentage · v0.1.0 · computed · experimentalCS2
Trade Conversion RateTCV%

When a teammate dies within trade range, how often does this player answer with the refrag?

percentage · v0.1.0 · definition onlyCS2
Time To TradeTTT

How quickly this player's deaths get answered. Fast trades preserve round equity even when the opening is lost.

rate · v0.1.0 · computed · experimentalCS2
Multi-kill Round RateMK%

Share of rounds where the player recorded two or more kills.

percentage · v0.1.0 · computed · experimentalCS2
Clutch ConversionCL%

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

percentage · v0.1.0 · computed · experimentalCS2
Headshot Damage ShareHSD%

Share of a player's damage dealt to the head. A mechanics fingerprint — crosshair placement and burst discipline.

percentage · v0.1.0 · definition onlyCS2
Time To KillTTK

From first damage on a victim to the kill. Fast TTK means fights end before the opponent can react or be traded.

rate · v0.1.0 · definition onlyCS2
Flash Assists per RoundFA/r

Flashes that directly enabled a teammate's kill, per round.

rate · v0.1.0 · computed · experimentalCS2
Enemy Blind Seconds per RoundEBT

Total enemy blind time generated per round — raw flash output before conversion.

rate · v0.1.0 · computed · experimentalCS2
Teammate Blind Seconds per RoundTBT

How much of your own team's vision this player's flashes cost, per round.

rate · v0.1.0 · computed · experimentalCS2
Utility Damage per RoundUD/r

HE and molotov damage output per round.

rate · v0.1.0 · computed · experimentalCS2
Second-Contact Win Rate2C%

After the round's opening duel, how often does this player win the very next fight? Second contact usually decides whether an opening converts.

percentage · v0.1.0 · computed · experimentalCS2
AWP Kill ShareAWP%

Share of a player's kills that come from the AWP — a role fingerprint, not a quality score.

percentage · v0.1.0 · computed · experimentalCS2
Metric glossary · eStatcast