A pro tip is to use CTRL+F to quickly find the stat you're looking for.

Note that you can also find all these explanations in the app by hovering over the "?" next to each statistic.

Worth mentioning is that we get our data by analyzing the demo files from matches. They contain huge amounts of raw data on everything that ever happened in a match, which we then analyze and run calculations on to get the statistics below.

Leetify Rating

Leetify Rating is a win rate impact based player rating system. It rewards players based not only on who deals the final point of damage but also on the outcome of and contributions to (such as damage, being traded, flash assists and more) all the duels they take part in, and what effect they had on the round.

You can read more about how Leetify Rating is calculated here:

Leetify Rating - a quantum leap for measuring CS:GO performance
Today we announce Leetify Rating, a win rate impact based and economy-adjusted player rating system for CS:GO. This rating solves a few existing problems in currently used ratings such as too much emphasis on kills and that it is too easy to get a lot of credit from un-impactful kills.

Accuracy (Enemy Spotted)

This is the accuracy number we primarily focus on, e.g. in our graphics and app. Given that we can detect when you had an enemy spotted, this is the most accurate number to measure your accuracy by.

What is it?

When you were actually firing at a target, how accurate were you? For example, this would exclude any time you're spamming through a smoke or wall. Only shots when you were actually shooting at an enemy in your field of view count. Naturally, you want to push this number as high as possible, no matter what Wayne Gretzky said.

How is it calculated

All hits divided by all shots while you had an enemy spotted.

Headshot Accuracy

What is it?

'Edshot machine? Measures how many of your total hits were in the head. Not to be confused with headshot kills as measured on the in-game scoreboard / used by other sites. Excludes shots with AWP.

How is it calculated

All shots that hit an enemy in the head divided by all the shots that hit an enemy

Proper Counter-Strafing

What is it?

Moving while shooting means increased inaccuracy. This stat displays how often you're moving while you're shooting with rifles, and can help you figure out how well you're counter-strafing. It only includes when you're actually firing on an enemy and excludes crouched movement.

How is it calculated?

We look for whenever you have an enemy spotted, and then measure your movement speed for every shot. A "good" counter-strafing shot is defined as a shot where your velocity is less than 34% of your max speed with that weapon (34% is when inaccuracy kicks in). We only include shots with a rifle and exclude any shots made while crouching. Finally, we divide all "good" counter-strafing shots by all counter-strafing shots.

Spray Accuracy

What is it?

When you have an enemy spotted and you're spraying, how many of your bullets hit an enemy? Includes rifles only.

How is it calculated?

A spray is defined as a sequence of 3+ shots. Spray accuracy is the shots in the sprays that hit the enemy, divided by all spray shots. Only counts shots fired while you had an enemy spotted.

Crosshair placement

What is it?

Crosshair placement measures the average distance (in degrees) your crosshair moved from first seeing the enemy player until you did damage to them. The lower your value is, the better your crosshair placement.

How is it calculated

Difference between the player eye angles from the moment of the enemy's first appearance in your field of view and the first shot hit on the enemy. Outliers are excluded by taking the median.

Time to Damage

What is it?

Time to damage measures the average time it took you from seeing the enemy player to first dealing damage to them.

Time to damage is NOT reaction time. It's a combination of your accuracy, crosshair placement, your weapons fire rate and your reaction time. Don't expect it to be near 200 ms.

How is it calculated?

We measure the time it takes from the point of you first seeing the enemy to the point where you first dealt damage to them. Any Time to Damage of 1s+ is excluded to account for trigger discipline plays. We then use the median to exclude outliers.

Flashbangs Leading to Kills

What is it?

This stat displays how many, on average, enemies were killed whilst affected by your flashbang. Our version of "flash assists", this is similar to flash assists shown on the in-game scoreboard, but also includes your own kills after you flashed the enemy and excludes half-blind players. (Note: Only includes kills on players from enemy team)

How is it calculated?

Any time you throw a flashbang, we look for players that were flashed by it. We then exclude teammates and anyone blinded less than 1.1 sec (half-blind). If the flashed player then gets killed by you or a teammate, the flashbang is counted as having lead to a kill.

Enemies Flashed per Flashbang

What is it?

This stat displays how many enemies you on average blind with every flashbang you throw, the maximum possible number being 5. This is an indication of how efficient you are with your flashbangs. Only includes people that were really flashed, not people who for example turned their back to the flash. (i.e. half-blind)

How is it calculated?

Counts the total amount of enemies you flashed for a duration of more than 1.1 sec (in order to exclude half-blind enemies). The sum is then divided by the total number of you've flashbangs thrown.

Teammates Flashed per Flashbang

What is it?

This stat displays how many teammates (including yourself) you on average blind with every flashbang you throw, the maximum possible number being 5. High numbers here mean you might want to be a bit more careful with your flashbangs. Only includes people that were really flashed, not people who for example turned their back to the flash.

How is it calculated?

Same as for the Enemies Flashed per Flashbang but for teammates.

Flash Blind Duration

What is it?

This stat displays how long, on average, enemies stay blind whilst affected by your flashbang. This is an indication of how efficient you are at blinding a target with a flashbang. (Note: Only includes the longest blind duration caused by any single flashbang)

How is it calculated?

For each flashbang, we take the longest blinded enemy and calculate how long they were blind for. We then average over all flashbangs that caused an enemy to be blind.

Damage to Enemies per HE

What is it?

The total amount of damage you did to enemies with your HE grenades, divided by the total number of HE grenades thrown. Low numbers here means you have potential to plan your HE grenade usage better.

How is it calculated?

All HE damage dealt by you divided by the number of HEs thrown by you.

Unused Utility on Death

What is it?

The average value of utility (Smoke, HE, Flashbang, Molotov / Incendiary & Decoy) that you had upon death. This is a good indication if you're actually using the utility you're buying.

How is it calculated?

When you die, we check for how many Smoke, HE, Flashbang, Molotov / Incendiary & Decoy grenades you had left in your inventory and calculate the value of those grenades. We then average the value across all your deaths.

[CT] Smokes That Stopped a Push

What is it?

When you used a smoke as CT, did it stop a push or could you have held on to it for later? This measures the percentage of times, when you threw a smoke on CT side, that enemies were near the area you just smoked off.

How is it calculated?

"Good smokes" divided by all the smokes thrown as CT. A "good smoke" is defined as one where there was an enemy in the radius of 800 map units from where the smoke bloomed.