Subtick

CS2 glossary

The terms players, coaches and stats pages use, explained in a sentence or two. Where it helps, with the current average from parsed pro matches.

Rating
A single number for how much a player did for their team per round: kills, deaths, damage, KAST and round swing, each adjusted for the round's economy. About 1.00 is average.
Round swing
How much a player changed their team's chance of winning the round, averaged per round. An opening kill in a 5v5 moves the chance from 50% to about 69%.
ADR
Average damage per round: the health damage a player dealt to opponents, divided by rounds played. Damage beyond what the victim had left and damage to teammates don't count.
KAST
The share of rounds in which a player got a Kill, an Assist, Survived or was Traded.
Headshot percentage
The share of a player's kills that were headshots.
Opening kill
The first kill of a round. It turns a 5v5 into a 5v4, the biggest single swing in most rounds.
Trade kill
Killing the opponent who just killed a teammate, within a few seconds (Subtick uses five). A traded death still counts toward KAST.
Multi-kill
A round in which one player gets two or more kills.
Clutch
A round won by the last player alive on a team, against one or more opponents: a 1v1, 1v2 and so on.
Eco round
A round where a team saves money and buys little or nothing, so it can afford a full buy next round.
Force buy
Spending what you have on cheaper weapons and armour when you can't afford a full buy, instead of saving.
Full buy
Rifles or an AWP, armour, a defuse kit on CT and a full set of grenades.
Pistol round
The first round of each half, when everyone starts with $800 and a pistol.
Anti-eco
A round against a team that's saving. The richer team plays it safe to win cheaply and not hand over weapons.
Entry fragger
The player who goes first onto a site to take the opening duel and make space for the team.
Lurker
A player who works alone, away from the team, to catch rotations or take a late flank.
AWPer
The player who uses the AWP, the one-shot sniper rifle, usually to hold angles or take the opening kill.
IGL
The in-game leader: the player who calls the strategies and makes the mid-round decisions.
Support player
A player who throws utility for the others and trades the entry fragger.
Smoke grenade
A grenade that blocks vision for about 18 seconds, used to cut off angles or cross open ground.
Molotov
A fire grenade (the Molotov for T, the incendiary for CT) that blocks an area for about seven seconds.
Flashbang
A grenade that blinds anyone looking at it when it goes off, used to win duels when entering or retaking a site.
HE grenade
An explosive grenade that damages everyone near it, often used to finish off weakened opponents.
Callout
The shared name for a place on a map, so a team can say where an opponent is in a word.
Retake
When CTs win back a bombsite after the bomb is planted, by killing the Ts and defusing it.
Post-plant
The part of a round after the bomb is down, when T protects the bomb and CT has to get to it.
Prefire
Shooting at a common angle just before you see an opponent there, so the shot lands as they appear.
Sub-tick
CS2's system that records the exact moment between server ticks when you shoot or move, so a shot counts from when you fired, not from the next tick. Subtick is named after it.
Tick rate
How many times per second the server updates the game. CS2 servers run at 64 ticks a second, with sub-tick timing in between.
Demo
A recording of a match from the server (GOTV) that replays every player's movement, shots and utility. Subtick turns demos into 2D replays and stats.
2D replay
A top-down replay of a round on the map's radar, showing every player, kill and grenade.