Match analysis · Feature
CS2 performance stats: ADR, KAST and round context
ADR measures enemy health damage per played round. KAST measures the share of played rounds with a kill, recorded assist, survival or traded death. JumpThrow puts those summaries beside ratings, side splits and round records so you can investigate a performance without treating one number as its explanation.
Reviewed · Editorial method
- ADR
- Enemy HP / round
- KAST
- Qualifying rounds %
- CT / T
- Side context
- Round
- Evidence
Performance statistics are useful when their definitions stay beside their values. Start with what was counted, which rounds were included and what the number leaves out.
What is ADR in CS2?
ADR means average damage per round. In JumpThrow, it is health-capped damage dealt to opponents divided by the rounds that player played in the selected match or side. It includes enemy damage from weapons and utility, excludes teammate damage, and counts post-round-end hits toward the round that just ended.
ADR = enemy health damage ÷ played rounds. The result is health points (HP) per round. The health cap prevents overkill from inflating the total: a hit that removes an opponent’s remaining 30 HP contributes 30, even if its raw damage is higher. Armor damage is not added to this health total.
CT and T values use only the player’s rounds on that side. A substitute or late joiner may have fewer recorded rounds than the full match. Without played rounds, the formula has no usable denominator.
What is KAST in CS2?
KAST is the percentage of played rounds in which a player had a kill, a recorded assist, survived or had a traded death. JumpThrow counts each qualifying round once, even when several conditions apply. The denominator is that player’s recorded rounds in the selected match or CT/T side, not automatically every match round.
KAST = qualifying played rounds ÷ played rounds × 100. It is not kills plus assists plus survivals plus trades divided by rounds: those conditions overlap.
JumpThrow’s traded-death rule checks whether a teammate kills the original killer within four seconds in the same round. A service using a different trade window or assist rule can report a different KAST from the same demo.
How do the calculations work?
Illustrative arithmetic only: these five rounds are invented to explain the formulas. They are not a measured match, benchmark or example of a particular skill level.
Compare the columns; scroll the table on smaller screens.
| Round | Enemy health damage (HP) | Recorded result | KAST round? |
|---|---|---|---|
| 1 | 50 | Assist, then an untraded death | Yes |
| 2 | 100 | Kill and survival | Yes, once |
| 3 | 0 | Death traded within the defined window | Yes |
| 4 | 50 | No kill or assist; died untraded | No |
| 5 | 100 | Kill, then an untraded death | Yes |
Enemy health damage totals 300 HP, so ADR is 300 ÷ 5 = 60 HP per round. Four of five rounds qualify for KAST, so KAST is 4 ÷ 5 × 100 = 80%. Round 2 counts once despite meeting two conditions; round 4 contributes damage to ADR without qualifying for KAST.
What can a high ADR or KAST tell you?
A higher ADR means more recorded enemy damage per played round under that definition. A higher KAST means more rounds met at least one condition. Neither tells you whether damage arrived before a decisive fight, whether survival helped the objective, or why a player made a decision.
Keep role, opponents, buy conditions, side and sample size in view. Read ratings for model-specific inputs, duels for openings and trade support, and the available round tape for the actual sequence. A small CT sample and a full-match result are different evidence.
For a practical next step, use the worked demo-review example to turn a statistic into a question you can inspect.
Sources and definition scope
HLTV’s Rating 2.0 introduction explains the ADR and KAST terminology. JumpThrow’s health cap, played-round denominators and four-second trade rule above describe its own match processing, reviewed on 6 October 2026. They do not establish identical calculations on another service. Available Performance records require an accessible, processed match; start with the FACEIT tracker.
What to look for
Damage and participation
Read enemy health damage with the rounds that player actually played.
One KAST result per round
A kill, assist, survival and trade in the same round still contribute one qualifying round.
Clutch and multi-kill records
Inspect recorded attempts and round counts before interpreting a rate.
Side and round context
Compare like scopes, then choose rounds that can support or challenge your first reading.
Quick answers
Frequently asked questions
What is ADR in CS2?
ADR means average damage per round. In JumpThrow, it is health-capped damage dealt to opponents divided by the rounds that player played in the selected match or side. It includes enemy damage from weapons and utility, excludes teammate damage, and counts post-round-end hits toward the round that just ended.
What is KAST in CS2?
KAST is the percentage of played rounds in which a player had a kill, a recorded assist, survived or had a traded death. JumpThrow counts each qualifying round once, even when several conditions apply. The denominator is that player's recorded rounds in the selected match or CT/T side, not automatically every match round.
What is a good ADR or KAST?
This guide establishes no universal skill threshold. Compare the same definition, mode, side and meaningful sample, with opponents and role in view. Damage and qualifying-round rates can help choose evidence to review; they do not prove why a team won or lost.
How is performance different from rating?
A rating combines several inputs into a model-specific summary. The performance view exposes individual measures and round records. ADR, KAST, clutch outcomes and multi-kills describe different things; none should be treated as a complete account of tactical contribution.
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