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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 20260 WINGMAN MATCHES

01Headline numbers

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

MATCHES
0
ROUNDS
0
KILLS
0
HEADSHOT RATE
Too few yet
CT ROUND WINS
Too few yet
T ROUND WINS
Too few yet
CLUTCHES WON
Too few yet
ACES SEEN
0

Too few matches in this issue for some of these rates. See all-time →

02Clutch odds

How often the last player alive on a side still wins the round, by how many enemies were alive when it started.

Too few matches in this issue for clutch odds. See all-time →

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.

Too few matches in this issue for weapon kill shares. See all-time →

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

Too few matches in this issue for knife, Zeus and rare-kill shares. See all-time →

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).

Too few matches in this issue for side win rates. See all-time →

07Methodology

Issue 1: 0 matches, 0 rounds and 0 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>