moving 1st shot%
Stop moving before the first shot
658 first shots
Every demo parsed so far. What moved, what to fix, and who to look at.
Last 5 matches against the 8 before them. Each tile shows what it was computed from; a thin sample is marked rather than trusted to a decimal.
Stop moving before the first shot
658 first shots
Hit what you shoot at
4059 shots
Utility out before the fight starts
262 thrown
Flashes that blind somebody
42 flashes thin
Deaths the team punished when it could
129 chances
Trades taken as a share of the trades that were on, worst first. A chance means the other player died while this one was alive and within 19 m of the killer — standing near the body is not a chance.
Roles are measured from play, not declared. AWP if at least 20% of kills come with the AWP; else Entry for the highest T-side first-contact rate (and at least 0.15/round); else Support if both utility per round and smokes+flashes per round are at or above the team median; else CT anchor for taking first contact on CT at least as often as the median while dying alone more than the median; else Lurk/late for dying later than the median with below-median first contact; else Rifler. One role per player, so a player who anchors on CT and lurks on T gets whichever fires first.
| Date | Map | Result | ADR | K/D | Moving 1st% | Acc% |
|---|---|---|---|---|---|---|
| 2026-09-10 | inferno | 5–13 | 45.7 | 0.38 | 65 | 14 |
| 2026-09-10 | cache | 11–13 | 85.4 | 0.85 | 66 | 17 |
| 2026-09-10 | anubis | 13–9 | 40.1 | 0.31 | 52 | 11 |
| 2026-09-10 | anubis | 16–14 | 109.3 | 0.84 | 65 | 18 |
| 2026-09-10 | anubis | 6–13 | 51.4 | 0.38 | 59 | 12 |
| 2026-09-10 | nuke | 13–6 | 30.5 | 0.33 | 70 | 8 |
| 2026-08-27 | anubis | 7–13 | 70.3 | 0.56 | 71 | 16 |
| 2026-08-27 | nuke | 3–13 | 63.5 | 0.47 | 56 | 20 |
| 2026-08-25 | nuke | 13–3 | 50.4 | 0.33 | 61 | 14 |
| 2026-08-25 | nuke | 13–8 | 75.0 | 0.47 | 51 | 20 |
| 2026-08-24 | anubis | 19–17 | 95.7 | 1.04 | 65 | 18 |
| 2026-08-24 | nuke | 11–13 | 59.8 | 0.38 | 57 | 19 |
| 2026-08-23 | cache | 13–4 | 65.5 | 0.67 | 35 | 10 |
Conventions, not truths, stated so they can be argued with: a trade is a kill on the killer within 5 s, by a teammate who was within 19 m of them. A flash counts as effective at 1.0 s of blindness, and a kill only counts as converted if it lands inside that window — a pop-flash that bought a free peek a second later scores zero. A first shot counts as moving above 100 u/s. A round is an eco below $5000 of team equipment and a full buy above $20000, read at freeze end.
Trade range is a distance check, not a line of sight check: we have player positions, not map geometry, so a teammate behind a wall counts as in range.
Generated 2026-11-11 12:45 UTC