Five Player-Stat Markets Used in Esports Across Major Titles
A 2026 VALORANT modelling project worked with 599,458 player-map records drawn from 27,748 professional matches. That scale is a reminder that an esports score contains far more than the final series result. Each player leaves behind a separate statistical record on every map. The same distinction appears in live esports betting singapore markets, where a player total may cover one map or a stated group of maps rather than the match as a whole. Kills are the obvious example, but headshots, assists and deaths can all become separate recorded values. The market only makes sense once both the statistic and its scope are clear.
Kills and headshots look similar until the count narrows
Player kills
CS2 match records commonly store kills for every player on every map, then add an aggregate match row. That immediately creates two different statistical objects: what happened on one map and what the player accumulated across the match.
A Maps 1–2 kill total is therefore not just a longer version of a Map 1 line. It combines two completed player-map records. If a third map is played, its kills sit outside that stated total unless the market says otherwise.
VALORANT research works with the same map-level distinction. Kills are recorded for individual player performances rather than being attached only to the team’s final result.
Player headshots
Headshots narrow the count again.
A player can record 20 kills without recording 20 headshots, because the headshot figure tracks a smaller category inside the broader elimination total. Current CS2 data treats the two as separate fields.
That makes the settlement fairly literal. A kill contributes to a kill total; it contributes to the headshot count only when the recorded elimination meets that definition.
Assists and deaths describe different parts of the same round
Player assists
Assists do not require the player to receive the final elimination credit. They are recorded separately in both CS2 and VALORANT performance data, which is why an assist line can move quite differently from a kill line during the same map.
There is also a useful data distinction here. In current CS2 specifications, kills, assists and deaths are core fields that are consistently present. More detailed categories can be missing from some match records.
So two player markets may look equally precise on screen while relying on statistics with different levels of historical availability.
Player deaths
Deaths move the count to the other side of an elimination.
A player-death market can be written as an ordinary numerical total. One 2026 example used a 14.5-death line for Map 1, with recent figures around 0.57–0.62 deaths per round discussed alongside it.
The half point prevents an exact tie. Fourteen deaths finish on one side of the line; 15 finish on the other.
Round count matters to the raw statistic too. A long map simply creates more occasions on which kills, assists and deaths can be recorded than a short one. That observation describes the measurement, not what the next map will produce.
Combined-map totals change what is being counted
Combined-map player totals
This is where scope becomes especially important.
A single-map kill market closes with that map. A Maps 1–2 total waits until both stated maps have been completed and adds the player’s kills across them.
The 2026 VALORANT dataset that covered nearly 600,000 player-map rows treated combined Maps 1–2 kills separately from single-map predictions. That makes sense statistically: one value describes a single performance, while the other joins two records together.
Current CS2 player-prop material makes the same distinction between Map 1 kills and Maps 1–2 kills for the same player.
| Player-stat market | Recorded value | Possible scope |
| Kills | Eliminations credited to player | One map or several |
| Headshots | Recorded headshot eliminations | Usually map-defined |
| Assists | Credited assists | Map or match |
| Deaths | Times player is eliminated | Map or combined maps |
| Combined kills | Kills added across stated maps | Maps 1–2, for example |
The table looks simple, but the final column does much of the work. Ten kills on Map 1 and ten across Maps 1–2 are not interchangeable figures.
Traditional player props use different statistics but the same separation
Esports did not invent the idea of separating individual performance from the team result.
Basketball can isolate a player’s points or rebounds even when the final market on the game concerns the team score. A player can lead the game in scoring while his team loses.
Tennis works differently again. Aces and double faults belong to individual players and can accumulate independently of who wins the match. A straight-sets victory does not automatically imply the larger ace total.
Football player markets can focus on shots or shots on target. The team may win 3-0 without a particular forward recording the statistic attached to his own market.
Esports follows the same broad logic but supplies its own vocabulary. Kills and deaths come from the game’s combat record. CS2 also records fields such as ADR, while VALORANT can use title-specific performance measures.
That title-specific language is why the market name needs to be read as a statistical definition rather than as a loose description of how well someone played.
A player can have a strong map by one measure and a quiet one by another. Betting on those figures still involves an uncertain outcome, so keeping play within personal limits fits naturally alongside understanding exactly what the recorded statistic covers.

