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.
Counter-Strike 2
21 metricsHow 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.
Duels won above what the situations predicted, per 100 duels. Positive means winning fights they 'should' lose; negative means dropping favorable fights.
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 created in the first duel of each round, adjusted for how difficult those opening situations were and how often they convert to round wins.
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.
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.
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.
Average distance to the nearest living teammate at the moment of each death. A positioning fingerprint: low = plays inside team structure, high = plays independently.
How often a player is part of the round's first duel — a style fingerprint separating space-takers from late-round players.
When a teammate dies within trade range, how often does this player answer with the refrag?
How quickly this player's deaths get answered. Fast trades preserve round equity even when the opening is lost.
Share of rounds where the player recorded two or more kills.
1-versus-many situations won. Detected deterministically from the kill sequence — one player left alive against two or more.
Share of a player's damage dealt to the head. A mechanics fingerprint — crosshair placement and burst discipline.
From first damage on a victim to the kill. Fast TTK means fights end before the opponent can react or be traded.
Flashes that directly enabled a teammate's kill, per round.
Total enemy blind time generated per round — raw flash output before conversion.
How much of your own team's vision this player's flashes cost, per round.
HE and molotov damage output per round.
After the round's opening duel, how often does this player win the very next fight? Second contact usually decides whether an opening converts.
Share of a player's kills that come from the AWP — a role fingerprint, not a quality score.