CS2 matchmaking profile
Gally Yoko
Rating
0.62
Pro avg 1.06
KAST
50%
Pro avg 73%
ADR
65
Pro avg 72
K/D
0.58
Pro avg 0.99
Headshots
29%
Pro avg 50%
Win rate
0%
0W · 1L
From 14 rounds: 7 kills, 12 deaths, 2 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 0.62 1.06
- KAST 50% 73%
- ADR 65 72
- K/D 0.58 0.99
- Headshots 29% 50%
- Opening duels 0% 50%
- Kills a round 0.50 0.65
- Accuracy 20% 17%
- Multi-kill rounds 14% 15%
- Utility damage 0.0 4.7
- Deaths traded 0% 22%
Plays most like
Jee
TYLOO · 4 maps read
Rating 0.80
ADR 50
HS 36%
Opening 40%
See their crosshair and settings →
80%match
▲ Strongest against the pros
Accuracy: 20% against their 17%.
▼ Biggest gap to close
KAST: 50% against their 73%.
Aim
What happens once an enemy is in view, from 11 duels and 103 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
4.0°
the aim had to move to land that hit. Lower is better. Pro avg 2.3°
Counter-strafing
97%
of standing rifle shots fired slow enough to be accurate. Pro avg 86%
Spray accuracy
27%
of rifle bullets in sprays of three or more that hit. Pro avg 29%
Accuracy, enemy in view
27%
of bullets hit, leaving out spam through walls and smoke. Pro avg 28%
Grenades
What 5 grenades did: 1 flashbangs, 3 smokes, 0 HE and 1 molotovs, 0.4 a round. Pros throw 2.2 a round.
Enemies per flash
0.00
enemies blinded by each flashbang, for 0.0s each, against 0.00 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
0.0
damage to enemies from each HE grenade thrown. Pro avg 8.4
Damage per molotov
0.0
damage to enemies from each molotov or incendiary. Most are thrown to block, not burn. Pro avg 2.8
Unused at death
$117
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 $2915 of gear. Pros carry $4197.
Pistol round
0%won
0-2 and 0 ADR over 2 rounds. Pro avg 75 ADR
Eco
0%won
0-1 and 23 ADR over 1 rounds. Pro avg 47 ADR
Force buy
25%won
6-7 and 95 ADR over 8 rounds. Pro avg 66 ADR
Full buy
0%won
1-2 and 62 ADR over 2 rounds. Pro avg 76 ADR
How the rounds go
Opening duels
0%won
0 first kills0 first deaths
Trades
1trade kills
0 of 12 deaths traded by a teammate
Clutches
0 won of 2 last-alive rounds
1v4 0/2
Multi-kill rounds
2
2k
0
3k
0
4k
0
Ace
How the kills were made
14 m
average distance
0
through smoke (0%)
0
wallbangs (0%)
0
no-scopes
0
while blind
0
in the air
Utility
0.0
grenade damage a round
0.0
enemies blinded a match
0
flash assists
Accuracy
Shots that hit20%
Hits to the head12%
Sides
CT side12 rounds
0.64 K/D76 ADR
T side2 rounds
0.00 K/D0 ADR
Kills by weapon
- M4A1-S 6
- USP-S 1
By map
Open a map for every match played on it, each with a full recap.
Recent matches
These are the matches Gally Yoko asked CS2 Buddy to review, read from the match demos. Get your own.