Since launch
All Premier matches since launch (27 Sep 2026): 136 matches. What they say about clutch odds, aces, weapons and which side wins. The week-by-week story is in the weekly issues.
01Headline numbers
All Premier matches since launch (27 Sep 2026): 136 matches, refreshed hourly.
- MATCHES
- 136
- ROUNDS
- 2,638
- KILLS
- 18,790
- HEADSHOT RATE
- 41%of 18,790 kills
- CT ROUND WINS
- 54%of 2,638 rounds
- T ROUND WINS
- 46%of 2,638 rounds
- CLUTCHES WON
- 17%of 3,133 clutches
- ACES SEEN
- 261 in 101 rounds
02Clutch odds
How often the last player alive on a side still wins the round, by how many enemies were alive when it started.
| Clutch | Overall | CT | T |
|---|---|---|---|
| 1v1 | 58%out of n=514 | 56%out of n=285 | 61%out of n=229 |
| 1v2 | 21%out of n=769 | 20%out of n=363 | 22%out of n=406 |
| 1v3 | 5.1%out of n=840 | 3.9%out of n=380 | 6.1%out of n=460 |
| 1v4 | 2.5%out of n=689 | 2.0%out of n=299 | 2.8%out of n=390 |
| 1v5 | 0.0%out of n=321 | 0.0%out of n=125 | 0.0%out of n=196 |
n = clutch situations; – = fewer than 30, too few for a number.
A clutch starts when a player becomes the last one alive on their side; N is how many enemies are alive at that moment, and 1v5 covers five or more. It counts as won when their side wins the round, by kills or by the bomb. Each side clutches at most once per round, so a 1v3 that ends as a 1v1 counts as a 1v3 for the clutcher and as a 1v1 for the last opponent standing.
Clutch odds by map
| Map | 1v1 | 1v2 | 1v3 | 1v4 | 1v5 |
|---|---|---|---|---|---|
| Dust II | 62% | 20% | 4.4% | 2.2% | 0.0% |
| Mirage | 63% | 19% | 4.9% | 2.2% | 0.0% |
– = fewer than 30 situations on that map.
03Weapons
The weapons with the most kills: each one's share of all kills, how many of its kills were headshots and the average distance between killer and victim.
| Weapon | Kill share | Headshots | Avg distance |
|---|---|---|---|
| AK-475,569 kills | 30% | 47% | 18.1 m |
| M4A1-S2,790 kills | 15% | 33% | 18.4 m |
| AWP2,243 kills | 12% | 12% | 28.2 m |
| M4A41,188 kills | 6.3% | 38% | 18.4 m |
| USP-S1,082 kills | 5.8% | 69% | 17.5 m |
| Glock-18902 kills | 4.8% | 57% | 16.1 m |
| Galil AR686 kills | 3.7% | 35% | 17.4 m |
| Desert Eagle544 kills | 2.9% | 67% | 19.3 m |
| MP7542 kills | 2.9% | 30% | 14.4 m |
| MAC-10525 kills | 2.8% | 42% | 12.3 m |
| MP9408 kills | 2.2% | 53% | 12.6 m |
| SSG 08340 kills | 1.8% | 52% | 33.4 m |
| FAMAS285 kills | 1.5% | 35% | 18.5 m |
| P90179 kills | 1.0% | 35% | 12.8 m |
| Tec-9168 kills | 0.9% | 58% | 13.1 m |
– = fewer than 100 kills with that weapon, too few for its headshots and distance.
04Aces and multi-kills
Counted per player per round: one player killing exactly three enemies in a round is one 3K, and an ace is all five. Two players who each get a 2K in the same round count as two.
| Kills | Per 100 rounds | Per match |
|---|---|---|
| 2K3,432 seen | 130.1more than one a round | 25.24more than one a match |
| 3K983 seen | 37.3one every 2.7 rounds | 7.23more than one a match |
| 4K224 seen | 8.49one every 12 rounds | 1.65more than one a match |
| Ace26 seen | 0.99one every 101 rounds | 0.19one every 5.2 matches |
05Knife and Zeus kills
- KNIFE KILLS
- 0.2%1 in 458 kills
- ZEUS KILLS
- <0.1%1 in 1,445 kills
Rare kills
| Kill | Share of kills |
|---|---|
| Noscope (sniper rifle, unscoped) | 0.4%1 in 254 kills |
| Wallbang (through a wall or object) | 2.8%1 in 36 kills |
| Through smoke | 4.8%1 in 21 kills |
| While blind (flashed) | 0.4%1 in 261 kills |
| Airborne (killer in the air) | 0.3%1 in 355 kills |
06Side win rates
The share of rounds each side won, and how often the bomb was planted (out of the rounds where we know whether it was).
- CT ROUND WINS
- 54%of 2,638 rounds
- T ROUND WINS
- 46%of 2,638 rounds
- BOMB PLANTED
- 48%of 2,287 rounds
| Map | Rounds | CT wins | T wins |
|---|---|---|---|
| Dust II | 745 | 54% | 46% |
| Mirage | 515 | 52% | 48% |
– = fewer than 300 rounds on that map.
07Trends
Trends appear once Issue 2 is out: one point per weekly issue.
08Methodology
All Premier matches since launch (27 Sep 2026): 136 matches, 2,638 rounds and 18,790 kills. The default view counts Premier and Competitive matches together; the switch at the top shows Premier, Competitive or Wingman on its own. Every player in each demo counts, and only totals are published: no names, no profiles.
A weekly issue covers every match played since the issue before it (Issue 1: since launch), up to its release: every Monday at 06:00 UTC, or earlier when we close a week by hand. An issue doesn't change after its release: matches parsed later for its period stay out of it (they still count in the all-time numbers). Times are UTC.
- Left out: other game modes, warmup, rounds that never finished and rounds ended by a surrender vote. Valve matchmaking has no knife rounds.
- A kill is a death dealt by an enemy. Team kills, suicides and deaths to the world (a fall, for example) count as deaths only.
- Live numbers refresh hourly; new demos join as they're parsed. Positions and bomb plants come from demos parsed since gatherer 0.3.4; older matches were backfilled from their stored kills and rounds.
A number needs a minimum sample before it shows; below it, the cell shows a dash and the section says so once. The minimums are the same for an issue as for all time, so a quiet week shows more dashes.
- Clutch odds (each cell)
- 30 situations
- Side win rates, bomb plants
- 300 rounds
- Multi-kills and aces
- 1,000 rounds
- Kill shares, headshot rate
- 2,000 kills
- A weapon's headshots and distance
- 100 kills with it
- Heatmaps
- 300 positioned kills
- A map in the by-map tables
- 20 matches
09Cite this data
Quoting these numbers? Please credit killcam.gg with a link to this page, and note the date: they change as new matches come in.
Source: killcam.gg CS2 stats, all matches since launch, https://killcam.gg/stats/all-time (retrieved 10 Oct 2026)<a href="https://killcam.gg/stats/all-time">CS2 stats by killcam.gg</a>