Furia held the map-win probability edge for 12 of 20 completed rounds. The largest turn came in round 17, when Furia's chance moved from 75% to 86% (YEKINDAR's round). Furia started CT on Dust2, where CT wins 49.6% of rounds.
Six match-scoped edges. Scores are comparative except conversion, which is the direct first-blood conversion rate.
FuriaNrg
FirepowerGun damage and frag share
5842
OpeningShare of opening kills
6337
TradingTrade kills and traded deaths
3268
ConversionOpening advantages converted to wins
8357
UtilityHE/molotov damage and flash assists
7129
EconomyRound results above or below spend share
6040
Team spider chart values
Axis
Furia
Nrg
Firepower
58
42
Opening
63
37
Trading
32
68
Conversion
83
57
Utility
71
29
Economy
60
40
Match charts
Average damage per round against modeled win-probability impact per round.
FuriaNrg
Each dot is one player. Right = more damage per round; up = more modeled win-probability impact per round. Both guides are the selected scope's player medians.
Ten players, so every point is labelled and the guides are medians — no trend line would be honest at this size.
Player matchups
Head to head
swords
FuriavsNrg
br0
oSee
Sonic
nitr0
Grim
YEKINDAR
7–4
3–2
6–3
5–0
1–2
molodoy
4–2
5–2
3–3
4–3
4–0
FalleN
3–5
1–2
4–2
3–2
6–0
KSCERATO
0–2
2–4
1–2
2–1
3–1
yuurih
1–2
1–2
2–1
0–3
4–1
Cross-side kills only — a team kill is not a duel. Read a row left to right as that player's record against each opponent.
infoThis graph estimates each team's chance of winning the map from the score, current side and the historical CS2 round balance of Dust2 (CT wins 49.6% of rounds). It assumes equally strong teams and does not account for economy, equipment or player form. Player combat below uses cumulative RSV Combat Swing.
Furia was favored for 13 rounds and Nrg for 7. The biggest swing came in round 17, when YEKINDAR’s 4K increased Furia’s map-win probability from 75% to 86%.
Progressive Combat Score
Each player’s Combat Swing (RSV) added up round by round for Furia. Rising = winning rounds for them.
Rounds 1–12: Furia CTRounds 13–20: Furia T
CT half T half
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Round-by-round tactics
How Each Round Was Played
See where the attack committed, how the CTs were positioned, whether it worked, and find other rounds with a similar setup. Labels come from movement and utility-not team communications.
How to use this: choose a round to understand the attacking approach and defensive setup. “Find similar rounds” searches the rest of the dataset for comparable situations and shows how they ended.