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WEEKLY ISSUE #3CS2 BY THE NUMBERS

Issue 3: AK-47 takes 29% of kills, 1v2s won 21%

227 matches, 4,432 rounds and 31,511 kills: the AK-47 took 29% of kills, 1v2s were won 21% of the time, CT sides won 51% of rounds, 41% of kills were headshots and 33 aces were scored.

RELEASED · COVERS 12 – 19 OCT 202690 PREMIER MATCHES

01Headline numbers

Issue 3 covers every Premier match played 12 – 19 Oct 2026 (UTC), up to its release on 19 Oct 2026.

MATCHES
90
ROUNDS
1,780
KILLS
12,755
HEADSHOT RATE
41%of 12,755 kills
CT ROUND WINS
49%of 1,780 rounds
T ROUND WINS
51%of 1,780 rounds
CLUTCHES WON
18%of 2,142 clutches
ACES SEEN
111 in 162 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 win rate by situation, overall and per side (Premier matches, Issue 3)
ClutchOverallCTT
1v161%out of n=37251%out of n=20173%out of n=171
1v220%out of n=50716%out of n=25124%out of n=256
1v37.0%out of n=5682.5%out of n=27811%out of n=290
1v42.5%out of n=4731.5%out of n=2063.4%out of n=267
1v50.5%out of n=2220.0%out of n=1060.9%out of n=116

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

CLUTCH WIN RATE, ALL SIDES
Clutch win rate, all sides. 1v1: 61%; 1v2: 20%; 1v3: 7.0%; 1v4: 2.5%; 1v5: 0.5%.1v161%1v220%1v37.0%1v42.5%1v50.5%

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 matches, Issue 3)
WeaponKill shareHeadshotsAvg distance
AK-473,888 kills30%47%18.1 m
M4A1-S1,854 kills15%32%18.4 m
AWP1,576 kills12%12%27.9 m
M4A4719 kills5.6%39%17.3 m
USP-S711 kills5.6%70%18.0 m
Glock-18589 kills4.6%59%16.0 m
Desert Eagle426 kills3.3%66%19.9 m
Galil AR379 kills3.0%37%16.7 m
MP7344 kills2.7%30%13.9 m
MAC-10316 kills2.5%45%12.2 m
MP9288 kills2.3%56%12.3 m
SSG 08207 kills1.6%59%33.2 m
FAMAS184 kills1.4%28%17.4 m
XM1014139 kills1.1%40%11.1 m
P90119 kills0.9%35%12.1 m

– = 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: 30%; M4A1-S: 15%; AWP: 12%; M4A4: 5.6%; USP-S: 5.6%; Glock-18: 4.6%; Desert Eagle: 3.3%; Galil AR: 3.0%; MP7: 2.7%; MAC-10: 2.5%.AK-4730%M4A1-S15%AWP12%M4A45.6%USP-S5.6%Glock-184.6%Desert Eagle3.3%Galil AR3.0%MP72.7%MAC-102.5%

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.

Multi-kills per 100 rounds and per match (Premier matches, Issue 3)
KillsPer 100 roundsPer match
2K2,292 seen128.8more than one a round25.47more than one a match
3K734 seen41.2one every 2.4 rounds8.16more than one a match
4K147 seen8.26one every 12 rounds1.63more than one a match
Ace11 seen0.62one every 162 rounds0.12one every 8.2 matches

05Knife and Zeus kills

KNIFE KILLS
0.3%1 in 345 kills
ZEUS KILLS
<0.1%1 in 1,160 kills

Rare kills

Rare kills as a share of all kills (Premier matches, Issue 3)
KillShare of kills
Noscope (sniper rifle, unscoped)0.3%1 in 290 kills
Wallbang (through a wall or object)2.6%1 in 38 kills
Through smoke5.0%1 in 20 kills
While blind (flashed)0.4%1 in 283 kills
Airborne (killer in the air)0.2%1 in 456 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
49%of 1,780 rounds
T ROUND WINS
51%of 1,780 rounds
BOMB PLANTED
53%of 1,780 rounds

07Compared with Issue 2

The same numbers in Issue 2 and in this issue. Rates change in percentage points (pts); aces in aces per 100 rounds. Metrics either issue has too few matches for are left out.

ISSUE 3 COMPARED WITH ISSUE 2: EACH METRIC IN BOTH ISSUES, THE CHANGE AND WHETHER IT IS BIGGER THAN CHANCE
MetricIssue 2Issue 3ChangeSignificant?
Matches12990−39Not tested
Headshot rateSample counts KILLS40.9%n=17,98241.2%n=12,755+0.3 ptsNo
CT round win rateSample counts ROUNDS54.7%n=2,52349.3%n=1,780−5.4 ptsYes
Clutch win rate (all 1vN)Sample counts CLUTCHES17.3%n=3,02417.7%n=2,142+0.4 ptsNo
Aces per 100 roundsSample counts ROUNDS1.11n=2,5230.62n=1,780−0.49No
AK-47 kill shareSample counts KILLS29.6%n=17,98230.5%n=12,755+0.9 ptsNo
M4A1-S kill shareSample counts KILLS14.6%n=17,98214.5%n=12,755−0.1 ptsNo
AWP kill shareSample counts KILLS11.6%n=17,98212.4%n=12,755+0.8 ptsYes
M4A4 kill shareSample counts KILLS6.8%n=17,9825.6%n=12,755−1.2 ptsYes
USP-S kill shareSample counts KILLS5.5%n=17,9825.6%n=12,755+0.1 ptsNo
Glock-18 kill shareSample counts KILLS4.9%n=17,9824.6%n=12,755−0.3 ptsNo

Significant = bigger than chance alone would likely produce with samples this size (two-proportion test, 95%). “No” means the change is within normal week-to-week noise.

08Methodology

Issue 3: 90 matches, 1,780 rounds and 12,755 kills, played 12 – 19 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

09Cite this issue

Quoting these numbers? Please credit killcam.gg with a link to this issue: Issue 3 is released, so its numbers won't change.

PLAIN TEXT
Source: killcam.gg CS2 stats, Issue 3 (12 – 19 Oct 2026), https://killcam.gg/stats/issue/3
HTML
<a href="https://killcam.gg/stats/issue/3">CS2 stats by killcam.gg, Issue 3</a>