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Leetify Stats Glossary: Every Important Metric Explained

A clear, quick-reference guide to the Leetify-style stats players see most often, with the context needed to read each number properly.

9 min readBy CSStatLab EditorialUpdated
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Leetify can show you dozens of numbers after a match. That is useful when you know what to look for, but noisy when every number feels like a verdict.

Use this page as a map, not a leaderboard. Start with the short definition, then compare the metric with your role, your opponents and a meaningful sample of games.

Quick reference

MetricWhat it answersRead it with
Leetify RatingHow strong was my overall round-by-round contribution?Aim, utility and consistency
Aim RatingHow clean were my mechanical duels?Time to damage and accuracy
Time to DamageHow quickly did I deal meaningful damage?Crosshair placement and weapon
K/DHow many kills did I get for each death?ADR, opening duels and role
ADRHow much damage did I create per round?Kills, assists and impact
KASTIn how many rounds was I involved?Role and survival decisions
Impact RatingHow much did my actions change round outcomes?Opening fights and clutching
Utility ScoreHow useful were my grenades overall?Utility damage and flashes
Win RateHow often did my team convert games into wins?Sample size and map pool

The headline ratings

Leetify Rating

Leetify Rating is an overall estimate of your performance across rounds. It is designed to summarize more than kills: duel quality, damage, efficiency, consistency and other supporting signals can all influence the result.

The number is most useful as a trend. A single rating tells you what happened in one match; a run of ratings can show whether a change in role, routine or decision-making is actually helping. Read the full explanation in Leetify Rating Explained.

Aim Rating

Aim Rating is a benchmark-based summary of your mechanics. It is not the same as raw accuracy or headshot percentage. A player can have a high headshot rate while taking poor fights, and a lower headshot rate while doing consistent damage with rifles, SMGs or the AWP.

Use it to spot a mechanical weakness, then check the underlying signals. If aim is down and time to damage is slow, work on readiness and crosshair placement. If aim is fine but impact is low, the problem may be decision-making rather than mechanics.

Impact Rating

Impact asks whether your actions changed the round, not simply whether your scoreboard looked busy. Opening kills, multi-kills, clutch rounds and high-leverage damage usually matter more than late cleanup kills in a lost round.

This is why impact should not be treated as a replacement for K/D. The two numbers answer different questions: K/D describes the result of your duels, while impact tries to describe their importance.

HLTV Rating 3.0 and Round Swing

HLTV Rating 3.0 is a separate rating system, but it follows the same useful principle: context matters. Its economy adjustment and Round Swing concepts try to give more credit to actions that meaningfully change a round, and less to empty volume.

Read HLTV Rating 3.0 Explained and Round Swing Explained when you want the pro-statistics angle. Do not compare ratings from different systems as if they were the same scale.

Mechanical stats

Time to Damage

Time to Damage measures how quickly you deal damage after a duel begins. It is influenced by more than reaction speed: crosshair placement, pre-aim, timing, visibility and how prepared you are for the fight all matter.

A slow number can mean your aim needs work, but it can also mean you are clearing too wide, holding the wrong angle or repeatedly getting surprised. Review the first moment of the duel before changing sensitivity.

Accuracy

Accuracy measures how often your shots connect, but it needs weapon context. Taps, sprays, wallbangs and long-range fights produce different shot patterns. High accuracy is not automatically good if you take too few fights, and low accuracy is not automatically bad if you create pressure with difficult entries.

Pair it with damage, kills and the quality of your engagements. The goal is not to make the percentage look pretty; it is to land enough useful shots in the fights your role is expected to take.

Headshot Percentage

Headshot percentage is the share of your kills that were headshots. It is a helpful clue about crosshair placement and weapon habits, but it is not a universal aim score.

An SMG player, an entry rifler and an AWP player can have very different healthy ranges. Chasing the percentage can also make you hold for headshots when a fast body spray would win the round. Treat it as a supporting signal, not a target by itself.

Output and involvement

K/D

K/D is kills divided by deaths. Above 1.0 means you recorded more kills than deaths, but the number has no fixed meaning across roles or ranks.

Entries take first contact and may die more often. Lurkers and AWPers can survive longer while still creating less pressure. K/D also rewards cleanup kills that arrive after a round is already lost, so compare it with ADR, opening duels, trades and impact.

ADR

ADR means Average Damage per Round. It captures useful damage even when a teammate gets the final kill, which makes it a steadier output measure than total kills alone.

High ADR with low impact may mean you are damaging opponents without converting the advantage. Lower ADR can be normal for support players who spend their rounds creating space, flashing entries and holding late-round positions. Compare ADR with similar roles and across more than a handful of matches.

KAST

KAST is the percentage of rounds in which you recorded a kill, assist, survived or were traded. It is one of the better consistency signals because it rewards being involved even when you are not top-fragging.

KAST is not a quality score. A player can survive while contributing very little, and a necessary entry death can be valuable when it is traded immediately. Read KAST with role, impact and the actual decisions behind the rounds.

Opening kills and opening deaths

Opening data describes your first-duel responsibility. A high opening-kill rate with controlled opening deaths usually suggests productive aggression. High numbers on both sides can mean you are forcing too many first contacts, while low numbers may simply reflect a later-round role.

Ask three questions: Was the fight necessary? Could a teammate trade it? Did the timing create space for the team? Those questions are more useful than chasing a single opening percentage.

Multi-kills and clutch success

Multi-kills show how often you convert a round into a numbers advantage. Clutch success shows what happens when the round is already difficult. Both are valuable, but both are volatile in small samples.

Use them to find memorable patterns, not to grade your entire level. A player who rarely clutches may still be making the correct earlier decisions, while a short multi-kill streak can disappear quickly.

Utility and team value

Utility Damage

Utility Damage is the direct damage caused by grenades such as HE grenades and molotovs. It is concrete and easy to understand, but it does not show every way a grenade can win a round.

Damage that forces a retreat, delays a hit or makes an opponent easy to trade can be valuable even when the grenade deals zero damage. Read the number with utility timing and the space your grenades created.

Utility Score

Utility Score tries to capture broader grenade value: effective flashes, smoke value, denial, timing and the way utility helps teammates take fights. It can be stronger than utility damage for support players whose best nades create opportunities rather than direct HP loss.

If utility damage is high but utility score is ordinary, your grenades may be landing without changing enough. If the reverse is true, your utility may be enabling teammates or denying space without producing visible damage.

Assists and trades

Assists are evidence that your damage, utility or positioning helped create a kill. They are especially useful for understanding support and pack players, but the number still misses information, pressure and space that never becomes a kill.

Trade data is similar: it tells you whether deaths are being answered and whether your team is moving close enough to support one another. A healthy trade rate is usually built through spacing and timing, not by sprinting after every teammate.

Consistency and results

Win Rate

Win Rate is the percentage of games or rounds won over a sample. It matters because Counter-Strike is ultimately about converting advantages into wins, but it is also affected by teammates, opponents, maps, side starts and streaks.

A 70% win rate over ten games is not the same evidence as a 55% win rate over one hundred. Use it as the outcome signal, then use the other metrics to understand what is driving it.

Recent Form and sample size

Recent Form describes what has been happening lately. It can help you notice a new habit or a temporary slump, but it is not proof that your true level has permanently changed.

Small samples are good for finding questions. Larger samples are better for answering them. Track the same role, map pool and queue context where possible, and look for patterns that repeat across several sessions.

How to read a profile

Start with the question you are trying to answer:

  1. Am I contributing? Look at rating, ADR, KAST and impact together.
  2. Are my mechanics holding me back? Check aim, time to damage, accuracy and the fights you choose.
  3. Am I helping the team? Check assists, trades, utility score and opening decisions.
  4. Are the results stable? Check the sample size, role and recent form before changing your setup.

The best profile is not the one with the highest single number. It is the one where the numbers tell a consistent story about repeatable decisions. For a guided walkthrough, read How to Use Leetify Stats to Improve at CS2.

Stats are clues, not verdicts. Use the glossary to identify what a number measures, then add context from your role, your decisions and a large enough sample. When several metrics point to the same habit, you have something worth working on.

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