Analysis
How the Insights metrics are calculated
The definitions and thresholds behind traded, isolated, opening death, TTK, first contact, arrival and clutch.
Every Insights number comes from your processed demos and follows the rules below. The "?" at the right end of the filter bar explains, in plain words, what the current page shows and what each term means.
Deaths
| Term | How it is counted |
|---|---|
| Deaths | Kills by the other team. Team kills, suicides and falls are not counted |
| Traded | Within 5 s of your death, your killer is killed by one of your teammates |
| Attempted, missed | Within 5 s a teammate hit your killer but did not kill them |
| Nobody traded | Within 5 s no teammate hit your killer |
| Isolated | No live teammate within 10 m (500 game units) when you died |
| Opening death | The round's first player killed by the other team |
| Low HP | Health ≤ 30 in the last moment before the death |
| Died flashed / reloading / in smoke | In the last moment before the death: blinded, reloading within the previous 2.5 s, standing inside a smoke |
| TTK | Seconds from the killer's first hit on you to your death. The smaller, the less chance you had to fight back |
| 0 damage dealt | No damage to the other team in the round before dying |
| Pre-plant / post-plant | Split at the moment of that round's plant |
Timing
Round time starts when the freeze time ends: second 0 is the moment you can move.
| Term | How it is counted |
|---|---|
| First / last player leaves spawn | Second the side's first and last player leave the spawn area |
| First grenade | Second of the side's first grenade of any kind; also split into smoke, flash and molotov |
| First contact | Second of the first bullet to hit an enemy in the round, whoever hit whom. A * in the tables means the other side fired first |
| Opening kill | Second of the round's first kill; “opening kill first” is the share of rounds in which your team got it |
| Plant / defuse | Second the plant and the defuse completed |
| Arrival | Second the side's first player entered an area. “Reached” is the number of rounds the area was entered at all |
| Median / 25% / 75% | The middle and quartile values of all rounds' seconds, less affected by single rounds than an average |
Clutches & trades
| Term | How it is counted |
|---|---|
| Clutch | One side is down to 1 player while the other still has at least 1. A 1v1 counts as a clutch for both sides |
| 1v2, 1v3+ | Opponents alive when the clutch began |
| Clutch win rate | Share of clutches whose round was won; the clutcher need not survive |
| Trade kill | You killed a teammate's killer within 5 s of their death |
| Traded rate | Share of deaths that were traded |
| Opening duels | In the round's first kill, whether your team was the killer (opening kill) or the victim (opening death) |
| Trade time | Seconds from the teammate's death to your trade kill |
Targeted analysis
| Term | How it is counted |
|---|---|
| Kills on us | Their kills on your players, in demos played against you only |
| Opening kill / death rate | Rounds in which they got the opening kill / were the opening death, as a share of the rounds they played |
| Opponents' average | All opposing players pooled under the same filters, per player assuming five a round |
| First 20 s | Share of rounds in which they first entered an area within the first 20 s |
| Traded by us | Within 5 s of their death, their teammate killed the player who killed them |
These thresholds (5 s, 10 m, 30 HP, 20 s) are fixed for now.
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