function calculateCSStats() {
// Get Inputs
var kills = parseFloat(document.getElementById('csKills').value);
var deaths = parseFloat(document.getElementById('csDeaths').value);
var headshots = parseFloat(document.getElementById('csHeadshots').value);
var matchesWon = parseFloat(document.getElementById('csMatchesWon').value);
var matchesPlayed = parseFloat(document.getElementById('csMatchesPlayed').value);
var totalDamage = parseFloat(document.getElementById('csDamage').value);
var roundsPlayed = parseFloat(document.getElementById('csRoundsPlayed').value);
// Validation
if (isNaN(kills) || isNaN(deaths)) {
alert("Please enter at least Kills and Deaths to calculate K/D.");
return;
}
// Logic: K/D Ratio
var kdRatio = 0;
if (deaths === 0 && kills > 0) {
kdRatio = kills; // Perfect K/D technically
} else if (deaths > 0) {
kdRatio = kills / deaths;
}
// Logic: Headshot Percentage
var hsPercent = 0;
if (kills > 0 && !isNaN(headshots)) {
hsPercent = (headshots / kills) * 100;
}
// Logic: Win Rate
var winRate = 0;
if (matchesPlayed > 0 && !isNaN(matchesWon)) {
winRate = (matchesWon / matchesPlayed) * 100;
}
// Logic: ADR
var adr = 0;
var hasADR = false;
if (roundsPlayed > 0 && !isNaN(totalDamage) && !isNaN(roundsPlayed)) {
adr = totalDamage / roundsPlayed;
hasADR = true;
}
// Display Results
document.getElementById('csResults').style.display = 'block';
document.getElementById('kdResult').innerText = kdRatio.toFixed(2);
document.getElementById('hsResult').innerText = hsPercent.toFixed(1) + '%';
if (!isNaN(matchesPlayed) && matchesPlayed > 0) {
document.getElementById('winResult').innerText = winRate.toFixed(1) + '%';
} else {
document.getElementById('winResult').innerText = "N/A";
}
if (hasADR) {
document.getElementById('adrResult').innerText = adr.toFixed(1);
} else {
document.getElementById('adrResult').innerText = "N/A";
}
// Grading Logic
// K/D Grading
var kdEl = document.getElementById('kdGrade');
if (kdRatio >= 1.2) { kdEl.className = 'cs-grade grade-good'; kdEl.innerText = 'Excellent'; }
else if (kdRatio >= 1.0) { kdEl.className = 'cs-grade grade-avg'; kdEl.innerText = 'Average'; }
else { kdEl.className = 'cs-grade grade-poor'; kdEl.innerText = 'Below Avg'; }
// HS% Grading
var hsEl = document.getElementById('hsGrade');
if (hsPercent >= 50) { hsEl.className = 'cs-grade grade-good'; hsEl.innerText = 'Sharpshooter'; }
else if (hsPercent >= 30) { hsEl.className = 'cs-grade grade-avg'; hsEl.innerText = 'Standard'; }
else { hsEl.className = 'cs-grade grade-poor'; hsEl.innerText = 'Low'; }
// Win% Grading
var winEl = document.getElementById('winGrade');
if (winRate >= 55) { winEl.className = 'cs-grade grade-good'; winEl.innerText = 'Winning'; }
else if (winRate >= 45) { winEl.className = 'cs-grade grade-avg'; winEl.innerText = 'Balanced'; }
else if (matchesPlayed > 0) { winEl.className = 'cs-grade grade-poor'; winEl.innerText = 'Struggling'; }
else { winEl.innerText = "; winEl.className = "; }
// ADR Grading
var adrEl = document.getElementById('adrGrade');
if (hasADR) {
if (adr >= 85) { adrEl.className = 'cs-grade grade-good'; adrEl.innerText = 'High Impact'; }
else if (adr >= 70) { adrEl.className = 'cs-grade grade-avg'; adrEl.innerText = 'Solid'; }
else { adrEl.className = 'cs-grade grade-poor'; adrEl.innerText = 'Low Impact'; }
} else {
adrEl.innerText = "; adrEl.className = ";
}
}
Understanding Your Counter-Strike Statistics
In competitive shooters like Counter-Strike (CS:GO and CS2), analyzing your performance data is the first step toward climbing the ranks. While aim and game sense are subjective, your statistical rates provide objective feedback on your gameplay impact. This Counter-Strike Rate Calculator helps you break down your raw match data into actionable metrics.
Key Metrics Explained
1. Kill/Death Ratio (K/D)
The K/D ratio is the most common metric for individual performance. It measures how many kills you secure for every time you die.
Below 1.0: You are dying more often than you are securing kills. This usually indicates a need to play more passively or improve positioning.
1.0 – 1.2: You are holding your own and contributing essentially "net neutral" or slightly positive value to the team's fragging power.
Above 1.2: You are a high-impact player, securing an advantage for your team in most engagements.
2. Headshot Percentage (HS%)
This rate calculates the precision of your aim. It is derived by dividing your total headshots by your total kills (not total shots fired).
High-level riflers typically maintain a headshot percentage between 45% and 60%. AWPers (snipers) will naturally have a lower HS% because body shots with the AWP are lethal, so a low HS% isn't always bad depending on your role.
3. Average Damage Per Round (ADR)
ADR is arguably a better metric than K/D for assessing consistency. Even if you don't get the final kill, dealing 80 damage to an opponent forces them to play cautiously or use utility to heal. An ADR of 75-80 is considered solid, while anything over 90 is exceptional performance.
How to Use This Calculator
To get the most accurate results, input data from your last 10-20 matches rather than a single game. You can find these stats in the "Your Matches" tab in-game or via third-party stat tracking sites. Input your total kills, deaths, headshots, and match outcomes to see a comprehensive breakdown of your current form.