Match analysis · Feature

CS2 utility analysis: flashes, smokes and grenade damage

Utility analysis records grenade use and effects: flash assists, enemy and friendly blind time, and HE or fire damage. JumpThrow compares those records within the selected match and side. The totals help you choose what to inspect; they do not establish smoke coverage, throw timing or why a round was won.

Flash
Recorded assists
Seconds
Enemy / friendly blind
HP
HE / fire damage
Throws
Usage and samples

Grenade effects describe a different part of a match from kills and deaths. Read their units and samples before deciding what they imply about support work.

What does utility analysis measure?

JumpThrow records flash assists from kill events, blindness caused to enemies and teammates, and health-capped HE or fire damage. It also counts grenade throws. Caused and received effects are separate: taking friendly damage does not establish who caused it.

Enemy blind time sums recorded blindness in seconds. Repeated blind events can involve the same opponent, and a high total does not prove that teammates were able to act on every flash.

For HE and fire, read enemy damage beside throws and friendly damage. A per-throw rate answers a different question from total damage. No throws provide no attempt denominator; a missing historical value is different from a recorded zero.

What does Utility Rating mean?

Utility Rating v1 is a score from 0 to 100 based on quantity and benchmark-adjusted quality. Flash, HE and fire throws contribute scored effects; smoke contributes usage. It is not a percentile, a universal skill rank or proof of round-winning impact.

Round-based rates use the player’s recorded participation in the selected scope, including overtime and partial participation. Team grenades per round divide summed throws by summed player-rounds. Missing side participation can make those rates unavailable.

Can the numbers explain a lost round?

A low flash-assist count alongside many throws is a reason to inspect relevant fights. It does not settle whether the cause was timing, target choice, lack of contact or something else. The Utility view holds aggregate records, without grenade positions, throw timings or round sequences.

Use available 2D replay to inspect a sequence and duels to read openings and trade support. Site control supplies planted-round outcomes. Treat those views as evidence you can compare, with their own limits.

What about smokes and unused grenades?

Smoke throws measure usage. Through-smoke kills do not attribute ownership or effectiveness to a particular smoke. A smoke that delayed a push may have no damage or assist receipt here.

Unused-utility value is an estimate based on purchases, pickups, estimated teammate drops and usage. It cannot establish exactly which grenades a player held at death. Check the available record before describing an item as wasted.

Sources and scope

The definitions above were reviewed against JumpThrow’s grenade-event processing and Utility view on 6 October 2026. The view’s “How it’s measured” disclosure explains its score, participation rules and aggregate evidence limits. Start with an accessible, processed match through the FACEIT tracker.

What to look for

Flash assists

Kill events that identify the player as the flash assister.

Enemy and friendly blind time

Separate recorded blindness caused to opponents and teammates; repeated events can involve the same player.

HE and fire damage

Health-capped enemy and friendly damage, with damage received kept separate from damage caused.

Grenade usage

Throws and per-round rates use the selected side and actual player participation. Smoke throws are usage, not measured effectiveness.

Quick answers

Frequently asked questions

What is a flash assist in JumpThrow?

It is a recorded kill event that names the player as the flash assister. That counts an attributed event; it does not independently measure the flash timing, every useful flash or the reason the fight was won.

Does enemy blind time count unique opponents?

No. Blind events can repeatedly involve the same player. Total enemy blind time sums recorded enemy blindness, while enemy-flash counts record events. Neither is a count of unique opponents or proof that the team used the opportunity.

Does JumpThrow measure smoke effectiveness?

The Utility view records smoke throws and through-smoke kills, but does not measure smoke coverage or attribute a through-smoke kill to a particular smoke owner. Its aggregates do not show grenade positions, throw timings or lineups.

Can I identify wasted utility from the totals?

The totals can suggest a review question, but cannot diagnose waste on their own. The unused-utility value is an estimate from purchases, pickups, estimated teammate drops and usage; it is not confirmed utility held at death or observed money wasted.

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