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Analysis

How the Insights metrics are calculated

The definitions and thresholds behind traded, isolated, opening death, TTK, first contact, arrival and clutch.

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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

TermHow it is counted
DeathsKills by the other team. Team kills, suicides and falls are not counted
TradedWithin 5 s of your death, your killer is killed by one of your teammates
Attempted, missedWithin 5 s a teammate hit your killer but did not kill them
Nobody tradedWithin 5 s no teammate hit your killer
IsolatedNo live teammate within 10 m (500 game units) when you died
Opening deathThe round's first player killed by the other team
Low HPHealth ≤ 30 in the last moment before the death
Died flashed / reloading / in smokeIn the last moment before the death: blinded, reloading within the previous 2.5 s, standing inside a smoke
TTKSeconds from the killer's first hit on you to your death. The smaller, the less chance you had to fight back
0 damage dealtNo damage to the other team in the round before dying
Pre-plant / post-plantSplit 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.

TermHow it is counted
First / last player leaves spawnSecond the side's first and last player leave the spawn area
First grenadeSecond of the side's first grenade of any kind; also split into smoke, flash and molotov
First contactSecond 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 killSecond of the round's first kill; “opening kill first” is the share of rounds in which your team got it
Plant / defuseSecond the plant and the defuse completed
ArrivalSecond 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

TermHow it is counted
ClutchOne 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 rateShare of clutches whose round was won; the clutcher need not survive
Trade killYou killed a teammate's killer within 5 s of their death
Traded rateShare of deaths that were traded
Opening duelsIn the round's first kill, whether your team was the killer (opening kill) or the victim (opening death)
Trade timeSeconds from the teammate's death to your trade kill

Targeted analysis

TermHow it is counted
Kills on usTheir kills on your players, in demos played against you only
Opening kill / death rateRounds in which they got the opening kill / were the opening death, as a share of the rounds they played
Opponents' averageAll opposing players pooled under the same filters, per player assuming five a round
First 20 sShare of rounds in which they first entered an area within the first 20 s
Traded by usWithin 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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