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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 202629 COMPETITIVE MATCHES

01Headline numbers

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

MATCHES
29
ROUNDS
565
KILLS
4,072
HEADSHOT RATE
43%of 4,072 kills
CT ROUND WINS
52%of 565 rounds
T ROUND WINS
48%of 565 rounds
CLUTCHES WON
16%of 668 clutches
ACES SEEN
9

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 (Competitive matches, Issue 1)
ClutchOverallCTT
1v161%out of n=10661%out of n=5662%out of n=50
1v221%out of n=17520%out of n=9223%out of n=83
1v34.0%out of n=1742.5%out of n=815.4%out of n=93
1v40.7%out of n=1430.0%out of n=601.2%out of n=83
1v50.0%out of n=70Too few yetout of n=280.0%out of n=42

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

CLUTCH WIN RATE, ALL SIDES
Clutch win rate, all sides. 1v1: 61%; 1v2: 21%; 1v3: 4.0%; 1v4: 0.7%; 1v5: 0.0%.1v161%1v221%1v34.0%1v40.7%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 (Competitive matches, Issue 1)
WeaponKill shareHeadshotsAvg distance
AK-471,260 kills31%45%18.1 m
M4A1-S642 kills16%38%18.5 m
AWP339 kills8.3%15%27.7 m
M4A4262 kills6.4%32%17.8 m
USP-S234 kills5.7%79%18.1 m
Galil AR218 kills5.4%34%17.4 m
Glock-18176 kills4.3%61%15.7 m
Desert Eagle175 kills4.3%80%19.0 m
FAMAS97 kills2.4%Too few yetToo few yet
MP995 kills2.3%Too few yetToo few yet
MAC-1094 kills2.3%Too few yetToo few yet
MP765 kills1.6%Too few yetToo few yet
SSG 0855 kills1.4%Too few yetToo few yet
AUG40 kills1.0%Too few yetToo few yet
XM101439 kills1.0%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: 8.3%; M4A4: 6.4%; USP-S: 5.7%; Galil AR: 5.4%; Glock-18: 4.3%; Desert Eagle: 4.3%; FAMAS: 2.4%; MP9: 2.3%.AK-4731%M4A1-S16%AWP8.3%M4A46.4%USP-S5.7%Galil AR5.4%Glock-184.3%Desert Eagle4.3%FAMAS2.4%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 679 kills
ZEUS KILLS
<0.1%1 in 2,036 kills

Rare kills

Rare kills as a share of all kills (Competitive matches, Issue 1)
KillShare of kills
Noscope (sniper rifle, unscoped)0.2%1 in 509 kills
Wallbang (through a wall or object)3.4%1 in 30 kills
Through smoke4.8%1 in 21 kills
While blind (flashed)0.4%1 in 271 kills
Airborne (killer in the air)0.3%1 in 291 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 565 rounds
T ROUND WINS
48%of 565 rounds
BOMB PLANTED
Too few yet

07Methodology

Issue 1: 29 matches, 565 rounds and 4,072 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>