CS2 scoreboard stats: ADR, KAST, KPR, and what your numbers actually mean

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ice
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CS2 scoreboard stats: ADR, KAST, KPR, and what your numbers actually mean

Post by ice »

What the scoreboard is actually measuring

A CS2 scoreboard shows more than who finished with the most kills. ADR, KAST, KPR and headshot percentage each describe a different part of a round, and reading them one at a time is how people end up convinced they played well when the team lost.

ADR, average damage per round

ADR is total damage dealt divided by rounds played. Two details matter when you read it. Utility damage counts, so a good HE or molotov stack raises your number. Damage is also capped at the enemy's health, so shooting a 100 HP opponent for 300 does nothing for the stat.

The two references I checked give slightly different bands. Refrag puts 60 to 75 as about average for matchmaking, 75 to 90 as good, and 90 to 105 as carry territory. DaddySkins puts 60 to 74 as moderate, 75 to 89 as solid, and 90 to 99 as strong, with 100 and above called exceptional. Treat the exact cutoffs as rough, and compare your own number across several matches rather than one.

KAST, the consistency stat

KAST stands for Kill, Assist, Survive or Trade. It is the percentage of rounds where you did at least one of those four things, and doing three of them in one round still only counts once. A round with three kills scores the same as a round where you died immediately and got traded. That is the point: KAST measures how often you did not make an impact, not how big your rounds were.

Refrag's bands: below 65 percent is inconsistent, 65 to 70 below average, 70 to 75 solid, 75 to 80 very good, and above 80 excellent on a decent sample. DaddySkins works the same stat through a single example, where 18 qualifying rounds out of 24 gives 75 percent.

One caveat on the survive part: HLTV's rating does not award a KAST point for surviving a lost round if you got no kill or assist. Modern ratings add context instead of trusting raw KAST alone.

KPR, DPR and headshot percentage
  • KPR. Kills divided by rounds. 18 kills across 24 rounds is a KPR of 0.75.
  • DPR. Deaths divided by rounds. 16 deaths across 24 rounds is a DPR of 0.67.
  • HS percent. Headshot kills divided by total kills times 100. Nine headshots out of 18 kills is 50 percent.
Per-round numbers matter because they normalise across match length. A 13 to 4 result and an overtime match are not comparable on raw kills.

Rating, the combined number

HLTV replaced Rating 2.1 with Rating 3.0 in August 2025 and adjusted it again that October. Rating 3.0 is built from six components: Kill Rating, Damage Rating, Survival Rating, KAST Rating, Multi-Kill Rating and Round Swing. 1.00 is the baseline for expected average performance.

Round Swing is the addition that matters most, and it measures how much each kill changed your team's chance of winning that round, accounting for economy, bomb status, players alive and the map's CT and T side win rates.

Why the numbers still mislead
  • Role skews ADR. AWPers record lower ADR because their kills often need one shot. Entry players deal high damage and die more. Support players give up personal damage for utility.
  • AWP lowers headshot percentage. The AWP can kill with a body shot, so snipers normally post lower percentages than rifle players.
  • K/D is the most overrated column. Exit frags and late kills in lost rounds pad the ratio without winning rounds.
No single stat is the answer. Compare your own ADR and KAST across several matches, check whether your kills land early in the round, and make sure you are trading with a teammate instead of entering alone.

Sources

Refrag: CS2 Stats Explained (ADR, KAST, Rating)
DaddySkins: CS2 Stats Explained (KDA, ADR, KAST)
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