CS2 matchmaking profile
Bomber
Rating
2.08
Pro avg 1.06
KAST
94%
Pro avg 73%
ADR
136
Pro avg 72
K/D
2.40
Pro avg 0.99
Headshots
54%
Pro avg 50%
Win rate
100%
1W · 0L
From 18 rounds: 24 kills, 10 deaths, 6 assists. The rating is our approximation of HLTV's 2.0; KAST is the share of rounds with a kill, assist, survival or traded death. The amber mark is the pro average.
Against the pros
Set beside 96 pros over 870 player-maps of pro play, read from match demos the same way. Pros earn theirs against other pros, so treat it as a yardstick.
You Pro average
- Rating 2.08 1.06
- KAST 94% 73%
- ADR 136 72
- K/D 2.40 0.99
- Headshots 54% 50%
- Opening duels 100% 50%
- Kills a round 1.33 0.65
- Accuracy 28% 17%
- Multi-kill rounds 39% 15%
- Utility damage 15.3 4.7
- Deaths traded 30% 22%
Plays most like
JamYoung
TYLOO · 4 maps read
Rating 1.27
ADR 93
HS 67%
Opening 61%
See their crosshair and settings →
68%match
▲ Strongest against the pros
Utility damage: 15.3 against their 4.7.
Aim
What happens once an enemy is in view, from 25 duels and 201 bullets. "In view" is the game's own record of who has spotted whom, which starts when the enemy is already near the crosshair, so the first two read lower than other sites' numbers.
Time to damage
359ms
from seeing an enemy to hitting them. Lower is better. Pro avg 177 ms
Crosshair placement
3.6°
the aim had to move to land that hit. Lower is better. Pro avg 2.3°
Counter-strafing
95%
of standing rifle shots fired slow enough to be accurate. Pro avg 86%
Spray accuracy
29%
of rifle bullets in sprays of three or more that hit. Pro avg 29%
Accuracy, enemy in view
30%
of bullets hit, leaving out spam through walls and smoke. Pro avg 28%
Grenades
What 56 grenades did: 14 flashbangs, 14 smokes, 16 HE and 12 molotovs, 3.1 a round. Pros throw 2.2 a round.
Enemies per flash
0.50
enemies blinded by each flashbang, for 3.6s each, against 0.29 teammates. Pro avg 0.59
Flashes into kills
0%
of flashbangs blinded an enemy who died still blind (0 kills). Pro avg 7%
Damage per HE
8.8
damage to enemies from each HE grenade thrown. Pro avg 8.4
Damage per molotov
11.3
damage to enemies from each molotov or incendiary. Most are thrown to block, not burn. Pro avg 2.8
Unused at death
$40
of grenades still in the pocket at each death. Lower is better. Pro avg $229
By buy
Rounds by what the team carried when the round began: an eco is under $2,000 a player, a force buy under $4,000. The average round starts with $4467 of gear. Pros carry $4197.
Pistol round
100%won
4-0 and 226 ADR over 2 rounds. Pro avg 75 ADR
Eco
0%won
0-1 and 3 ADR over 1 rounds. Pro avg 47 ADR
Force buy
100%won
6-1 and 183 ADR over 3 rounds. Pro avg 66 ADR
Full buy
67%won
14-8 and 120 ADR over 12 rounds. Pro avg 76 ADR
How the rounds go
Opening duels
100%won
4 first kills0 first deaths
Trades
2trade kills
3 of 10 deaths traded by a teammate
Clutches
0 won of 1 last-alive rounds
1v3 0/1
Multi-kill rounds
4
2k
2
3k
1
4k
0
Ace
How the kills were made
17 m
average distance
3
through smoke (13%)
1
wallbangs (4%)
0
no-scopes
0
while blind
0
in the air
Utility
15.3
grenade damage a round
7.0
enemies blinded a match
0
flash assists
Accuracy
Shots that hit28%
Hits to the head19%
Sides
CT side6 rounds
5.50 K/D152 ADR
T side12 rounds
1.63 K/D128 ADR
Kills by weapon
- AK-47 8
- MP5SD 5
- M4A1-S 5
- USP-S 3
By map
Open a map for every match played on it, each with a full recap.
Recent matches
These are the matches Bomber asked CS2 Buddy to review, read from the match demos. Get your own.