How the numbers work
Every number on the pro pages comes from Subtick's own parse of the match demos, not from other sites. A match is published once at least one of its maps is parsed, and pages update as more maps come in.
Damage and ADR
Damage counts the health an opponent actually lost: an AWP hit on a player with 30 HP counts 30, not 115. Damage to teammates doesn't count. ADR is that damage divided by rounds played.
KAST
The share of rounds in which a player got a kill, an assist, survived, or died and was traded within five seconds.
Headshot percentage
The share of a player's kills where the killing shot was a headshot.
Round swing
Every kill changes how likely each team is to win the round. Swing adds up how much a player's kills raised their team's chance and how much their deaths lowered it, per round, as a percentage. The chances come from the table below, by players alive on each side.
| Own team alive ↓ / Opponents alive → | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 1 | 50.0% | 21.9% | 11.0% | 7.4% | 5.7% |
| 2 | 78.1% | 50.0% | 26.0% | 12.9% | 7.3% |
| 3 | 89.0% | 74.0% | 50.0% | 28.7% | 15.1% |
| 4 | 92.6% | 87.1% | 71.3% | 50.0% | 30.6% |
| 5 | 94.3% | 92.7% | 84.9% | 69.4% | 50.0% |
Economy adjustment
Kills, deaths, damage and KAST are weighed by both teams' equipment that round: the square root of the opponents' equipment value over your own, kept between 0.5 and 2. Beating a full buy on your own eco counts up to twice as much; farming an eco counts half.
Rating
Rating combines, per round, the economy-adjusted kills, survival, damage and KAST with round swing and the share of rounds with two or more kills. About 1.00 is average; a map above 1.20 is a strong one.
Reusing the numbers
The aggregate stats are free to reuse under CC BY 4.0. Credit Subtick and link to the page you took them from.