ProPeeks
Glossary
Aim
How quickly and how surely you hit - from an enemy coming into sight to your bullets.
Reactionlower is better
How long from an enemy coming into view to your first hit on them - your typical fight (the median).
- Which way
- Lower is better
- Pros
- 344 ms (rifles)
- Matchmaking
- 453 ms
- Why it matters
- The quicker your first hit, the more duels you win - a slow one costs you rounds.
- Its drill
- Quick DuelsEntries Quick Duels as CT, Entries as T - where your slow fights were
- Shown on
- your plan, profile and reports; the match tables as TTD (Time to damage)
Time to killlower is better
How long from an enemy coming into view to killing them - your typical fight (the median).
- Which way
- Lower is better
- Why it matters
- Your reaction plus how quickly your bullets finish it - a slow kill gives them time to shoot back, or a team-mate time to trade you.
- Its drill
- Quick Duels
- Shown on
- the match tables as TTK
Crosshair placementlower is better
How far your crosshair was from an enemy's head the moment they came into view, in degrees - your typical fight (lower is better).
- Which way
- Lower is better
- Pros
- 2.9°
- Matchmaking
- 2.9°
- Why it matters
- On their head as they appear, there's nothing to flick: the first hit comes sooner. A wide one costs time in every duel.
- Its drill
- Quick Duels
- Shown on
- your plan, profile and reports; the match tables as Crosshair
Crosshair placement's worst momentslower is better
Your worst moments a match: an enemy appeared well off your crosshair, at a spot where pros keep theirs on the angle.
- Which way
- Lower is better
- Why it matters
- These are the angles pros pre-aim and you didn't: the fastest fix to your crosshair placement.
Counter-strafinghigher is better
Of your first bullets at an enemy you could see, those fired on the ground and slow enough to be accurate.
- Which way
- Higher is better
- Pros
- 71%
- Matchmaking
- 62%
- Why it matters
- A bullet fired faster than that flies wide: moving first bullets hit 17-20% of the time, ones fired stopped with the crosshair on them 52-53% - for pros and everyone else alike.
- Shown on
- your plan, profile and reports; the match tables as Counter-strafe
On time after greenhigher is better
After a counter-strafe, how often you fired within 50 ms of slowing down enough to be accurate - 'going green' in the Counter-Strafes drill.
- Which way
- Higher is better
- Pros
- 40% (rifles 44%, the Deagle 25%) - half their shots within 4 ticks (65 ms) of going green - Do pros shoot the moment they're green?
- Matchmaking
- 31%
- Why it matters
- Once you're green, each tick you wait is time the enemy has to shoot first - the bullet's no more accurate for it: pros' first bullets hit as often fired the tick they went green as 8 ticks later.
- Shown on
- your plan, profile and reports
First-bullet accuracyhigher is better
How many of the first bullets of your bursts at an enemy you could see hit.
- Which way
- Higher is better
- Pros
- 36% (rifles)
- Matchmaking
- 24%
- Why it matters
- The first bullet is the most accurate one you fire, and at range it decides most duels.
- Shown on
- your plan, profile and reports; the match tables as 1st bullet
Spray accuracyhigher is better
How many of your spray bullets - from a burst's 4th bullet on, with an automatic gun - hit an enemy you could see.
- Which way
- Higher is better
- Pros
- 43% (rifles)
- Matchmaking
- 25%
- Why it matters
- Close up most kills are sprays: the recoil pulled down and across, onto them.
- Its drill
- Spray PatternsSpray Transfers Spray Patterns with your gun; from its level 7, Spray Transfers
- Shown on
- your plan, profile and reports; the match tables as Spray
Head accuracyhigher is better
Of your gun hits, how many were to the head.
- Which way
- Higher is better
- Pros
- 20% (rifles)
- Why it matters
- A rifle's head hit kills or nearly does - and most of it is your crosshair's height.
- Its drill
- Pre-fire Timing
- Shown on
- the match tables as Head
Pistol accuracyhigher is better
How many of your pistol bullets at an enemy you could see hit.
- Which way
- Higher is better
- Pros
- 34%
- Matchmaking
- 24%
- Why it matters
- Pistol rounds and ecos are won with taps: a pistol's first bullet standing is accurate, the rest much less.
- Shown on
- your plan, profile and reports
AWP accuracyhigher is better
How many of your AWP shots at an enemy you could see hit.
- Which way
- Higher is better
- Pros
- 66%
- Why it matters
- An AWP hit to the body or head kills; a miss shows where you are and costs you the bolt.
- Shown on
- your plan, profile and reports
Timed fights
Fights where you could see the enemy at your first hit - the ones your times and crosshair are measured on.
- Which way
- Neither - it's what you did, not a score
- Why it matters
- How much the times can say: a few fights tell little.
- Shown on
- the match tables as Fights
Shot selection
Each burst you fire at an enemy you can see - with a rifle, an SMG, a pistol or the AWP - compared with when pros shoot, each gun by its own.
Rushed first shotslower is better
First shots fired too soon: while moving too fast to be accurate, or before your crosshair was on the enemy - fewer is better (pros: 39%).
- Which way
- Lower is better
- Pros
- 39% - real pros fire on the move too: 23% of their first shots, where it cost the hit - Why do pros score 39% on rushed first shots - a mistake?
- Matchmaking
- 53%
- Why it matters
- A moving first shot costs the first bullet at almost every range with a rifle, and the burst a lot at range: at long range pros' rifle bursts kill 44% of the time from a stopped first shot with the crosshair on, 33% from a moving one. Pistols' moving inaccuracy is smaller - up close it often costs nothing; the AWP's costs everything.
- Shown on
- your plan, profile and reports; the match tables as Rushed
On the movelower is better
First shots fired while moving too fast to be accurate, or in the air, where it cost you the hit - stop first (pros: 23%).
- Which way
- Lower is better
- Pros
- 23% of first shots
- Matchmaking
- 28%
- Why it matters
- Moving bullets fly wide: they hit 17-20% of the time, against 52-53% fired standing still with the crosshair on them.
- Shown on
- the match tables as Moving
Aim far offlower is better
First shots fired with your crosshair well off the enemy, or still moving onto them: get on target first (pros: 16%).
- Which way
- Lower is better
- Pros
- 16% of first shots
- Matchmaking
- 24%
- Why it matters
- Fired off them, the first bullet hits 6-12% of the time; pros wait the split second (a tick or two) their crosshair needs.
- Its drill
- Pre-fire Timing
- Shown on
- the match tables as Aim off
Bursts stopped shortlower is better
Bursts you stopped while the enemy was still in view and your next shot was ready, where pros keep firing - keep shooting, or get out of sight (pros: 20%).
- Which way
- Lower is better
- Pros
- 20%
- Matchmaking
- 31%
- Why it matters
- Stopping in the open gives them a free shot. Pros mostly burst and get out of sight, or keep firing.
- Its drill
- Spray PatternsSpray Transfers
- Shown on
- your plan, profile and reports; the match tables as Stopped short
Spraying past uselower is better
Spray bullets fired after the point where pros would most likely have stopped, given how your spray was going (pros: 2.4%).
- Which way
- Lower is better
- Pros
- 2.4%
- Matchmaking
- 5.6%
- Why it matters
- They mostly miss, and keep you in the open with an emptying magazine - matchmaking players fire more than twice the pros' share of them.
- Its drill
- Spray PatternsSpray Transfers
- Shown on
- your plan, profile and reports; the match tables as Sprayed on
First shots' worthhigher is better
Your first shots' chance to hit as you fired them, and if you'd stopped with your crosshair on them first (pros: 40% as fired, 56% stopped and on target).
- Which way
- Higher is better
- Pros
- 40% as fired, 56% stopped and on target
- Matchmaking
- 32% as fired, 54% stopped and on target
- Why it matters
- The gap between the two is what rushing costs you, in hits.
- Shown on
- the match tables as 1st shot worth
Positioning
How much of yourself you show in a duel, crouching in it, and baiting AWPs.
Overexposed in duelslower is better
Duels where you showed more of yourself than you needed to: you peeked too wide, stood where crouching would have hidden you, or didn't use cover close by (pros: about 1 in 16).
- Which way
- Lower is better
- Pros
- 6.1%
- Matchmaking
- 6.8%
- Why it matters
- In those duels the player died 54% of the time, against 43% in the rest; seen by two enemies at once, 50-59%.
- Shown on
- your plan, profile and reports; the match tables (Overexposed)
Too wide a peeklower is better
Two enemies saw you at once where stopping a little earlier would have shown you to only one - a fight you could take one on one.
- Which way
- Lower is better
- Pros
- 4.1% of duels
- Why it matters
- Being seen by two at once costs: pros died in 60% of their too-wide duels, against 43% in the rest.
- Shown on
- the match tables as Too wide
Not crouchinglower is better
You stood where, crouched, only your head would have shown and you'd still have seen the enemy.
- Which way
- Lower is better
- Pros
- 0.2% of duels
- Why it matters
- Rare for everyone, pros too: it shows you the spots where crouching hides you.
- Shown on
- the match tables as No crouch
Cover not usedlower is better
A spot close by that you could have reached in time would have shown the enemies only your head, and you'd still have seen the one you fought.
- Which way
- Lower is better
- Pros
- 2.1% of duels
- Why it matters
- Rare, and not where most duels are lost - it shows you the cover by you.
- Shown on
- the match tables as No cover
Crouched in duelshigher is better
Duels you crouched in, between the enemy coming into view and just after the first damage (pros: about half; 63% with rifles).
- Which way
- Higher is better (up to about half, as the pros)
- Pros
- 46% (with rifles 63%)
- Matchmaking
- 28% (with rifles 46%)
- Why it matters
- The crouch-spray: pros crouch just after their first shot - crouched, CS2's inaccuracy is lower and your head drops.
- Shown on
- your plan, profile and reports; the match tables as Crouched
Crouch at the peekhigher is better
Of your fast peeks - running into an enemy's view - those where you crouched just as they saw you, before your first shot: the crouch-slide (pros 5.5%, matchmaking players 3.9%).
- Which way
- Higher is better (a variation to mix in - more isn't better past the pros')
- Pros
- 5.5%
- Matchmaking
- 3.9%
- Why it matters
- You slide on through the angle, your head drops and the crouch slows you to an accurate speed. It brings the first damage sooner (pros 375 against 422 ms) and wins a few more duels - not surely: a variation, not a must.
- Shown on
- your plan, profile and reports; the match tables as Crouch-peek
Baiting AWPshigher is better
Of the AWP shots at you, those you baited: it fired when only your shoulder, feet or gun showed, your head and chest hidden (pros 3.3%, matchmaking players 1.6%).
- Which way
- Higher is better
- Pros
- 3.3% of the AWP shots at them
- Matchmaking
- 1.6%
- Why it matters
- An AWP shot at a bait is one it isn't firing at your body: those kill about half as often (pros 33% against 62% at the body, matchmaking 23% against 42%), and the AWPer then has to work the bolt - about 1.5 s to cross or swing.
- Shown on
- your plan, profile and reports; the match tables as AWP baits
Crossfires and trades
You and your team-mates: out of each other's way, holding real crossfires, peeking together and trading - the Crossfire drill's checks on your matches.
In a team-mate's linelower is better
Rounds you stood between a team-mate and an enemy they could see - they couldn't see or shoot past you.
- Which way
- Lower is better
- Pros
- 5% of rounds - 125 ms a time (median), 375 ms at most 9 times in 10
- Matchmaking
- 6% of rounds
- Why it matters
- Your team-mate sees nothing behind you and can't shoot through you: the enemy gets a free look at both of you.
- Shown on
- your plan, profile and reports; the match tables as Team-mate's line
Real crossfireshigher is better
When an enemy peeked you and a team-mate holding near you, how often they couldn't see you both in one look.
- Which way
- Higher is better
- Pros
- 47% (narrow 28%, stacked 25%)
- Matchmaking
- 42%
- Why it matters
- A peeker meeting a crossfire dies more often: pros died 51% of the time against a crossfire, 33% against one holder - and 63% when the two were 60° or more apart.
- Shown on
- your plan, profile and reports; the match tables as Crossfires
Trades in timehigher is better
Of the team-mates killed near you, those whose killer you then killed as fast as pros do.
- Which way
- Higher is better
- Pros
- 8% in time (21% traded within 5 s)
- Matchmaking
- 6% (18%)
- Why it matters
- A trade makes their kill even. The quicker, the likelier: pros trade a quarter of all deaths within 5 s, most of them from close by.
- Shown on
- your plan, profile and reports; the match tables
Double peekshigher is better
When you and a team-mate peeked the same enemy, how often you came within 250 ms of each other.
- Which way
- Higher is better
- Pros
- 31% (within 250 ms of each other)
- Matchmaking
- 25%
- Why it matters
- Within 250 ms it pays: the holder died 40% of the time against 25% for a single peek, and the first peeker 23% against 37%. Later, the first one's just bait.
- Shown on
- your plan, profile and reports; the match tables
Utility
Grenades: their damage, flashes and how safely you throw them.
Utility damagehigher is better
Damage to enemies by HE grenades and fire.
- Which way
- Higher is better
- Matchmaking
- 3.6 a round
- Why it matters
- Damage before the fight: a hurt enemy dies to one bullet fewer.
- Its drill
- Nade Lab Nade Lab: the lineups pros throw on your map
- Shown on
- your plan, profile and reports; the match tables as Utility
Flasheshigher is better
Enemies your flashes blinded.
- Which way
- Higher is better
- Matchmaking
- 0.31 a round
- Why it matters
- A blind enemy can't shoot back: a flash is a free opening for you or a team-mate.
- Its drill
- Nade Lab Nade Lab: the lineups pros throw on your map
- Shown on
- your plan, profile and reports; the match tables as Flashed (Enemies flashed)
Good flasheshigher is better
Your flashes that blinded an enemy for long enough to matter and hurt no team-mate (pros: about a quarter - they throw many to clear an area).
- Which way
- Higher is better
- Pros
- 23% (wasted 56%)
- Why it matters
- A blind enemy can't hold the angle: a good flash is a free peek for you or a team-mate.
- Its drill
- Flash TimingNade Lab
- Shown on
- the match tables
Flashes that hurt your teamlower is better
Your flashes that fully blinded a team-mate (or you) while they were in danger - an enemy could see them, they were hit or killed, or they were running into a fight - or that barely blinded an enemy a team-mate (or you) then peeked (pros: about 1 in 9).
- Which way
- Lower is better
- Pros
- 11%
- Matchmaking
- 12% (a team-mate died in the blind after 0.6%)
- Why it matters
- Blinded strongly in an enemy's sight, the team-mate died within 2 s 15% of the time, against 10% blinded under a second.
- Its drill
- Flash TimingNade Lab Flash Timing: the pros' lineup thrown for a team-mate's peek; then Nade Lab
- Shown on
- your plan, profile and reports; the match tables as Hurt the team (Flashes that hurt the team)
Exposed throwslower is better
Your grenades thrown where an enemy could see or hit you while you couldn't shoot back - from drawing the grenade until your gun was ready again (pros: 5%, matchmaking players 11%).
- Which way
- Lower is better
- Pros
- 5% (punished 1.3%)
- Matchmaking
- 11% (punished 3.3%)
- Why it matters
- With a grenade out you can't shoot back: a throw seen even for a moment ended in a death 15% of the time, one never seen 0.2%. The pros throw from cover - their throws of Nade Lab's lineups were exposed 2% of the time, the rest 7%.
- Its drill
- Nade Lab Nade Lab: the pros' own lineup for the grenade you throw most exposed, from their spot
- Shown on
- your plan, profile and reports; the match tables
Punished throwslower is better
Your grenades during which an enemy hit or killed you - the grenade out, or your gun not ready yet after the throw (pros: 1.3%, matchmaking players 3.3%).
- Which way
- Lower is better
- Why it matters
- The cost of an exposed throw: a fight you couldn't take part in.
- Its drill
- Nade Lab
- Shown on
- the match tables as Punished
Rounds and the scoreboard
The game's own numbers, the round's first kill, clutches, the bomb, fakes and your best rounds.
Killshigher is better
Enemies you killed.
- Which way
- Higher is better
- Shown on
- the match tables as K
Deathslower is better
Times you died.
- Which way
- Lower is better
- Shown on
- the match tables as D
Assistshigher is better
Enemies you hurt or flashed that a team-mate killed - the game's own count.
- Which way
- Higher is better
- Shown on
- the match tables as A
+/-higher is better
Kills minus deaths.
- Which way
- Higher is better
- Shown on
- the match tables
K/Dhigher is better
Your kills divided by your deaths.
- Which way
- Higher is better
ADRhigher is better
Damage to enemies, a round played.
- Which way
- Higher is better
- Why it matters
- Damage counts even when the kill goes to someone else: it's the steadiest measure of what you did in a round.
- Shown on
- the match tables as ADR (Damage a round)
Headshot killshigher is better
Kills with a headshot.
- Which way
- Higher is better
- Shown on
- the match tables as HS
KASThigher is better
Rounds you got a Kill, an Assist, Survived or were Traded.
- Which way
- Higher is better
- Why it matters
- A round you did something in: it's lost more often when you didn't.
- Shown on
- the match tables
Opening duelshigher is better
The round's first kill, when it was yours or you died to it: won - lost.
- Which way
- Higher is better
- Matchmaking
- 50% - every duel has a winner, so half is level
- Why it matters
- The team with the first kill plays the rest of the round five on four: your plan counts an opening kill's worth in rounds.
- Its drill
- EntriesQuick Duels Entries or Quick Duels, where you lost them
- Shown on
- your plan, profile and reports; the match tables as Opening
Clutches wonhigher is better
Clutches you won - rounds where you were the last one alive on your side, against one or more (one already lost as it began, like a CT after the plant with no time to defuse, doesn't count). Pros win 66% of 1v1s, 20% of 1v2s and 6% of 1v3s.
- Which way
- Higher is better
- Pros
- 1v1 66%, 1v2 20%, 1v3 6%
- Matchmaking
- 1v1 57%, 1v2 22%, 1v3 6%
- Why it matters
- A clutch won is a round. Winners took their first fight 87% of the time (losers 35%), and seeing the enemy first doubles the win rate.
- Its drill
- Clutch Clutch: real pro clutches like the ones you lose
- Shown on
- your plan, profile and reports; the match tables as Clutches
After your planthigher is better
Rounds your team won after it planted the bomb - your team's number.
- Which way
- Higher is better
- Matchmaking
- 77%
- Why it matters
- A plant makes the CTs come to you: from there the Ts should win most rounds.
- Its drill
- Site Takes Site Takes: holding the site after the plant
- Shown on
- your plan, profile and reports
Holding siteshigher is better
CT rounds your team held - the Ts never got the bomb down - higher is better; your team's number.
- Which way
- Higher is better
- Matchmaking
- 51%
- Why it matters
- A planted bomb turns the round: the CTs must retake the site and defuse in time.
- Its drill
- Site Holds Site Holds: holding the site against them
- Shown on
- your plan, profile and reports
Fake defuses
Defuses you started so the Ts would hear, then quickly let go of with a T still alive.
- Which way
- Neither - it's what you did, not a score
- Pros
- 56% of the defuses they begin with a T alive - 78% alone, 29% with a team-mate alive
- Matchmaking
- 35%
- Why it matters
- Alone with time to spare, a fake draws the T out of hiding: pros fake most such defuses.
Fake plants
Plants you started so the CTs would hear, then quickly let go of with a CT still alive.
- Which way
- Neither - it's what you did, not a score
- Pros
- 9% of the plants they begin - 56% with a CT near and no team-mate near
- Matchmaking
- 2%
- Why it matters
- It baits a CT into peeking - or buys you the second you need to plant for real.
Fakes fallen forlower is better
Enemies' fakes that got you killed within 3 s, of those you were alive for.
- Which way
- Lower is better
- Pros
- 7%
- Matchmaking
- 7%
- Why it matters
- A fake works on the one who peeks it: wait for the real thing.
Moments' scorehigher is better
A round you got kills in, scored by how much it's worth watching again.
- Which way
- Higher is better
- Why it matters
- Your best rounds, to watch again - and the ones our frag movies are made of.
Drills and progress
Your numbers on our servers: ratings, levels, XP and the leaderboards.
Drill ratinghigher is better
Elo, one per mode: each try a game against what the mode put up, so beating easy bots moves it little.
- Which way
- Higher is better
- Why it matters
- It compares tries across settings: playing only easy setups can't lift it.
Level (1-10)higher is better
A drill rating as a level: 150 rating points a level, 1,000 the 3rd.
- Which way
- Higher is better
Spray Patterns levelhigher is better
A level per gun, 1-10: each a setting and a mark to make in 3 of your last 5 sprays at it, kept once reached.
- Which way
- Higher is better
- Its drill
- Spray Patterns
XP and levelhigher is better
The experience you earn playing on our servers, and its level.
- Which way
- Higher is better
Leaderboard boardshigher is better
One place at one level, ranked by a rate over all your first tries there - from a minimum.
- Which way
- Higher is better
Questions
Why is lower better here?
Some numbers count mistakes - rushed first shots, bursts stopped short, spraying past use, overexposed duels, the sites your team lost on CT - and some are times or angles: reaction, time to kill, crosshair placement. For those, lower is better. Where the name doesn't say it, it's marked beside the name - lower is better, or ↓ in a table - and every name links to its entry here.
Who are "the players in your matches" (your lobbies)?
The other nine players in your matches - your team-mates and your opponents, about your rank - measured the same way over the same matches. They're who you're compared with first: a gap to them is something players at your level do better than you. Some pages call them your lobbies.
Who are "the pros"?
Pro players in pro matches, measured the same way as you.
What do "clearly ahead", "a clear gap" and "likely" mean?
Each of your numbers is compared with the players in your matches, over your fights, bullets or rounds. Clear: a gap too big to be chance. Likely: probably real, not certain yet - so it says likely. Level, or no clear change: no real difference either way yet. At the pros' level: your number at or past the pros' and past the players in your matches.
Why do pros score 39% on rushed first shots - a mistake?
Not quite. A first shot is rushed when it's fired on the move where that costs the hit, or before the crosshair is on them - and real pros do both now and then: 23% of their first shots are on the move where it costs the hit, mostly up close where the spray decides anyway. That's why the pages put the pros' own number beside yours: each shot is judged on its own, the pros show what's realistic. It differs by gun - pros rush 15% of their AWP shots, 38% with pistols, 42% with rifles - so your plan compares you with the players in your matches at a gun mix like yours.
Do pros shoot the moment they're green?
Nearly, not quite. Coming out of movement with the enemy in sight, pros fire a rifle's first bullet a median 3 ticks (about 60 ms) after going green - 41% within 2 ticks, 44% within the drill's 50 ms. And many don't wait for green at all: a third of their rifles' first bullets and half their pistols' are fired before going green. Matchmaking players fire a median 5 ticks after (31% within 50 ms), and before it half the time. So 50 ms is a pro's pace, not a robot's - a good target for the drill.
Why does a number say "not enough data yet"?
Each number needs enough of your fights, shots or rounds before we say anything about it. Until then it's shown, but not compared.
Why is a number shown as –?
The match was analysed before we measured it (it's measured as the match is analysed again), the map isn't covered for positioning and shots yet, or there was nothing to count.
Do uploaded demos count?
On your plan, profile and reports, yes - they're your matches. Never on the leaderboards or anything ranked: we can't check an uploaded file wasn't edited.