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WEEKLY ISSUE #1CS2 BY THE NUMBERS

Issue 1: AK-47 takes 31% of kills, 1v2s won 22%

50 matches, 978 rounds and 6,997 kills: the AK-47 took 31% of kills, 1v2s were won 22% of the time, CT sides won 52% of rounds, 43% of kills were headshots and 10 aces were scored.

RELEASED · COVERS SINCE LAUNCH, 27 SEP – 3 OCT 202650 PREMIER AND COMPETITIVE MATCHES

01Headline numbers

Issue 1 covers every Premier and Competitive match played since launch, 27 Sep – 3 Oct 2026 (UTC), up to its release on 3 Oct 2026.

MATCHES
50
ROUNDS
978
KILLS
6,997
HEADSHOT RATE
43%of 6,997 kills
CT ROUND WINS
52%of 978 rounds
T ROUND WINS
48%of 978 rounds
CLUTCHES WON
16%of 1,140 clutches
ACES SEEN
10

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 win rate by situation, overall and per side (Premier and Competitive matches, Issue 1)
ClutchOverallCTT
1v158%out of n=17256%out of n=9061%out of n=82
1v222%out of n=28519%out of n=15024%out of n=135
1v34.0%out of n=3022.9%out of n=1404.9%out of n=162
1v41.5%out of n=2640.9%out of n=1152.0%out of n=149
1v50.0%out of n=1170.0%out of n=480.0%out of n=69

n = clutch situations; – = fewer than 30, too few for a number.

CLUTCH WIN RATE, ALL SIDES
Clutch win rate, all sides. 1v1: 58%; 1v2: 22%; 1v3: 4.0%; 1v4: 1.5%; 1v5: 0.0%.1v158%1v222%1v34.0%1v41.5%1v50.0%

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.

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.

Top weapons by kills (Premier and Competitive matches, Issue 1)
WeaponKill shareHeadshotsAvg distance
AK-472,178 kills31%46%18.1 m
M4A1-S1,145 kills16%35%18.9 m
AWP695 kills9.9%13%26.7 m
USP-S420 kills6.0%74%17.9 m
M4A4406 kills5.8%33%18.0 m
Glock-18304 kills4.3%61%15.8 m
Galil AR299 kills4.3%37%17.5 m
Desert Eagle285 kills4.1%77%19.3 m
MAC-10167 kills2.4%49%12.1 m
MP9163 kills2.3%58%12.5 m
FAMAS144 kills2.1%28%17.6 m
MP7131 kills1.9%28%13.6 m
SSG 0893 kills1.3%Too few yetToo few yet
Tec-969 kills1.0%Too few yetToo few yet
XM101461 kills0.9%Too few yetToo few yet

– = fewer than 100 kills with that weapon, too few for its headshots and distance.

SHARE OF ALL KILLS, TOP 10 WEAPONS
Share of all kills, top 10 weapons. AK-47: 31%; M4A1-S: 16%; AWP: 9.9%; USP-S: 6.0%; M4A4: 5.8%; Glock-18: 4.3%; Galil AR: 4.3%; Desert Eagle: 4.1%; MAC-10: 2.4%; MP9: 2.3%.AK-4731%M4A1-S16%AWP9.9%USP-S6.0%M4A45.8%Glock-184.3%Galil AR4.3%Desert Eagle4.1%MAC-102.4%MP92.3%

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.

Too few matches in this issue for multi-kill rates. See all-time →

05Knife and Zeus kills

KNIFE KILLS
0.1%1 in 777 kills
ZEUS KILLS
<0.1%1 in 3,499 kills

Rare kills

Rare kills as a share of all kills (Premier and Competitive matches, Issue 1)
KillShare of kills
Noscope (sniper rifle, unscoped)0.4%1 in 269 kills
Wallbang (through a wall or object)3.3%1 in 30 kills
Through smoke5.2%1 in 19 kills
While blind (flashed)0.4%1 in 250 kills
Airborne (killer in the air)0.3%1 in 304 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
52%of 978 rounds
T ROUND WINS
48%of 978 rounds
BOMB PLANTED
Too few yet

07Methodology

Issue 1: 50 matches, 978 rounds and 6,997 kills, played since launch, 27 Sep – 3 Oct 2026 (UTC). 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

08Cite this issue

Quoting these numbers? Please credit killcam.gg with a link to this issue: Issue 1 is released, so its numbers won't change.

PLAIN TEXT
Source: killcam.gg CS2 stats, Issue 1 (27 Sep – 3 Oct 2026), https://killcam.gg/stats/issue/1
HTML
<a href="https://killcam.gg/stats/issue/1">CS2 stats by killcam.gg, Issue 1</a>