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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 202629 WINGMAN MATCHES

01Headline numbers

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

MATCHES
29
ROUNDS
388
KILLS
973
HEADSHOT RATE
Too few yet
CT ROUND WINS
55%of 388 rounds
T ROUND WINS
45%of 388 rounds
CLUTCHES WON
34%of 586 clutches
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.

Clutch win rate by situation, overall and per side (Wingman matches, Issue 3)
ClutchOverallCTT
1v161%out of n=19859%out of n=10363%out of n=95
1v220%out of n=38821%out of n=16619%out of n=222
1v3Too few yetout of n=0Too few yetout of n=0Too few yetout of n=0
1v4Too few yetout of n=0Too few yetout of n=0Too few yetout of n=0
1v5Too few yetout of n=0Too few yetout of n=0Too few yetout of n=0

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: too few yet; 1v4: too few yet; 1v5: too few yet.1v161%1v220%1v3–1v4–1v5–

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

Clutch win rate by map, all sides (Wingman matches, Issue 3)
Map1v11v21v31v41v5
Inferno61%20%Too few yetToo few yetToo few yet

– = 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.

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).

CT ROUND WINS
55%of 388 rounds
T ROUND WINS
45%of 388 rounds
BOMB PLANTED
19%of 388 rounds
Round win rate per side by map (Wingman matches, Issue 3)
MapRoundsCT winsT wins
Inferno36255%45%

– = fewer than 300 rounds on that map.

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?
Matches6529−36Not tested
CT round win rateSample counts ROUNDS55.9%n=89255.2%n=388−0.7 ptsNo
Clutch win rate (all 1vN)Sample counts CLUTCHES33.3%n=1,31134.0%n=586+0.7 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: 29 matches, 388 rounds and 973 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>