These changes were made on 2026-02-25, so new matches from that date onwards will reflect the new logic.

1v1 win rate changes

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TL;DR: The Leetify Rating reward for winning a 1v1 at the end of a 1vX is a bit lower now. This means that Leetify Rating will index less on winning clutches, and give more breathing room for the other factors of the rating to shine through in your final rating.

One of the most universal critiques of Leetify Rating has been that "it only cares about whether you win your clutches." Leetify Rating is a very complicated system to balance, but we think we found a change that nudges things in the right direction without overcorrecting.

So how'd we change the math?

The opportunity to trade is a huge advantage in CS2, so every 1v1 is asymmetric. Even once a round becomes a 1v1, the player who started in a 2v1 is much more likely to win the round than the player that started in a 1v2, because they have a trade kill opportunity.

In a full-buy vs full-buy, for example, starting from a 2v1 gave you a 66% chance to win the resulting 1v1 according to the old modeling.

This update to Leetify Rating brings those two situations closer together, with less dramatic rewards given out in the case where the player starting in a 1v2 ultimately wins the 1v1 and the round. So, if you pull off multiple clutch wins in the same game, Leetify Rating will not accumulate as fast as it was before.

You can see the changes for every economy matchup below (every 1v1 kill is rewarded 5% less on average). These win rate tables are calculated from real round outcome data at each economy level.

Changes for each economy group for CT 1v1s (starting from 1v2+)

Clutches are still an important factor in Leetify Rating. It's undeniable that winning your 1v1s is one of the most impactful things you can do in a game of CS2. However, we've heard plenty of feedback that Leetify Rating cares too much about clutches, so we've adjusted the win rate tables accordingly.

Bug fixes

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TL;DR: You used to get punished for playing time as a T in specific situations due to a bug. Now, we correctly reward victories where you die but do not leave the enemies time to defuse.

There used to be a bug where you could lose a ton of Leetify Rating for correctly playing to let the bomb explode as a T. Sometimes the round was being treated as "lost" when the last player died, over-punishing them for dying. Now, if you die in a postplant situation, we wait to see if the round is won or lost to objective before deeming the round "lost."

This can have a large impact on your final rating for a match. Here's one example where a user was impacted by the bug:

One fixed case of this bug led to a +2.65 LR difference for an affected user 🤯

In the old version, the affected user (Scruff Daddy) was getting punished for dying, then the entire T-side team was getting rewarded for the objective win. This means the reward was not sufficiently making up for the punishment. Now, we wait to see if the bomb ends up winning the Ts the round before concluding that the death hurt the team and punishing the dying player in these bomb-defense situations.

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Scruff Daddy makes a winning play to force the CT off of the bomb

The old version of LR had a bug which punished this exact play accidentally. But now, objective-minded Ts will get their full reward for winning the round.

We've also changed the way that clutches and afterplants are labeled on the Rating Breakdown, to better reflect how people typically talk about these two stages of a CS2 round.

Your feedback makes Leetify better

We only knew about these very specific details about Leetify Rating because of users who reported them, so thank you for speaking up!

You can reach us via email or on Discord - please tell us about further issues with Leetify Rating or any other part of Leetify.