CS:GO (Counter Strike: Global Offensive) is a first-person shooter video game, created and developed by Valve Corporation and played on Steam. Here’s a guide of each team’s underlying roles and how they impact the fantasy scoring system.
Genre of game
First-person shooter (FPS)
There are several available maps in CS:GO. The most popular maps are Inferno, Dust2, Overpass, Train, Mirage, Nuke and Vertigo. Each map has a unique topographical layout and, as such, will suit teams differently.
Each team is given one role: either Terrorist (T) or Counter Terrorist (CT) at the start of the game. As a T, you’re either tasked with detonating a bomb in the designated bombsite or killing all the counter terrorists. As a CT, the role is to defuse or prevent the planting of a bomb or run down the time your opponent has to detonate the bomb. Each team has five players. The round can also be won by eliminating all five opposing players. In professional CS:GO, each team plays 15 rounds in one role before switching to the other camp for the next 15 rounds. The first team to win 16 rounds wins the game. If the scores are tied at 15 after 30 rounds, the game ends in a tie or overtime is played.
Roles and fantasy implications
Unlike League of Legends, roles in a CS:GO team aren’t specific. Yet, each player assumes a different role based on their strengths or matchups against opposing players. Each role will impact the final stats to varying levels, and therefore have a different impact in CS:GO fantasy. Roles are fluid and can change mid-game based on the situation.
For DraftKings scoring purposes, all players are treated the equally and scored regardless of the role they take on during the game. To explain the fantasy implications based on different roles, we’ll use Astralis’ roster as an example. Astralis is the former world No. 1 and current world No. 2 CS:GO team.
– A First Kill is given to the player who scores the first kill in every round. In the rare instances that no kills occur in a round, no first kill is awarded.
– A Clutch 1vX is defined as winning the round while being the last surviving member of the team, where the X stands for the number of enemies alive at the time the last team-mate died.
– Quad kill is awarded for 4 kills in a single round, an ace for 5 kills a single round. A player is eligible for only 1 of these bonuses in any given round (Ace replaces Quad Kill)
– For the purposes of DFS scoring “a round” is defined as the time between two buy periods. In-game events that take place after the round clock expires, but before the next rounds buy-period are considered to be part of the previous round.
– Game length adjustment is used to ensure that players and teams winning their games early are not penalized and all players across different matches in a Game Set are valued at equal personal performances. A players’ score in a map gets multiplied by 30 (max rounds in a map) and divided by the number of rounds played. Overtime games are subject to the same adjustment.
The fragger is the first person to combat the opponent. These are high-risk situations, with the aim to leave your opponent weakened from the outset. Usually, entry fraggers will exchange a strategic kill early in a game. That’s why their K/D ratio will often be lower than the rest (around 1-1.15)
Due to the high level of risk, entry fraggers are killed earlier than others. As a result, they will not gather the most fantasy points. To compensate this, DraftKings has included +0.5 points for the first kill of the round in the scoring system, majorly for entry fraggers.
For Astralis (Dupreeh)
Dupreeh has a K/D ratio of 1.15. He averages 0.74 kills and 0.65 deaths per round. Most other entry fraggers will have a lower kill rate.
The lurker is tasked with passing on information about rotations or enemy positions to their teammates. Their movements are slow because they take longer routes to their objective.
A lurker usually combats enemies late in the game along with the In-game leader (IGL). That’s why they have a relatively high chance of bringing in the one-on-many clutch (usually 1v2 and 1v3) points, according to DraftKings’ point scoring system.
For Astralis (Magisk)
Magisk has a K/D ratio of 1.18. He averages 0.74 kills, same as Dupreeh, but 0.63 deaths, slightly lower than Dupreeh because of his role.
The handler of the AWP (Arctic Warfare Police), a sniping weapon. One of the team’s most skilled players often fill this role because AWPs are notoriously hard to handle. AWPs are extremely efficient weapons.
AWPers are the players likely to rack up the most kills in a CS:GO game. They are strategically positioned by the IGL to attack when required.
For Astralis (Dev1ce)
Dev1ce has a K/D ratio of 1.26. He averages 0.78 kills, easily the highest in Astralis because AWPers are killing machines. He averages 0.62 deaths because AWPers are used strategically.
In-game leader (IGL)
The leader of the team, the shot-caller, the strategist. IGLs, like lurkers, don’t immediately take on enemies. Their primary role is to position the rest of the team before attacking when teammates have been killed.
IGLs won’t pick up too many kills. Their intangible role will leave them with inexpensive fantasy salaries, similar to support players on an LoL team.
For Astralis (Gla1ve)
He has a K/D ratio of 1.04 because of his non-confrontational role. He averages 0.68 kills and 0.65 deaths per round.
Support players are tasked with aiding the killing process. They are the ones employing the flashbangs and grenades to a team’s advantage.
They will usually have a well-rounded kill participation rate. Occasionally, leaders will also assume the support role.
For Astralis (Xyp9x)
A K/D ratio of 1.10, with 0.67 kills per round. This will be around par for support players.
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Nikhil Kalro is the Founder and CEO of Altletics Esports.