The transition of BLAST Bounty 2026 Season 2 from the online stage to LAN noticeably changed the individual picture for some players. The most attention was drawn to donk, who after an incredible online stretch with a 1.55 rating finished the LAN stage with a 1.16 rating. This is still a strong level, but compared to his start This is still a strong level, but compared to his starting dominance, the drop looks very noticeable.
Online and LAN showed a different picture
Several big names appeared in the statistics for the biggest drop between the online part and the LAN stage of BLAST Bounty S2.
- NAF fell from 1.03 to 0.54,
- EliGE — from 1.49 to 1.01,
- donk — from 1.55 to 1.16,
- jabbi — from 1.41 to 1.02,
- JT — from 1.05 to 0.69.
These numbers clearly show how different a tournament can be before and after moving offline. The online stage often allows players to pick up tempo faster, but LAN adds a completely different level of pressure: the stage, opponents nearby, a different rhythm of matches, and a much higher cost for every mistake.
donk remained strong, but no longer unreachable
In donk’s case, the main intrigue is not that he failed on LAN, but that his level became more “human.” A 1.16 rating does not look weak on its own, but after 1.55 online, it is perceived as a sharp contrast. That is exactly why this story gained such resonance.
His LAN stretch turned out uneven: against Liquid, he produced a powerful 1.76, but then came 0.94 against FaZe and 1.07 against MOUZ. In other words, the problem was not a complete loss of form, but instability during the decisive part of the tournament, where maximum dominance is usually expected from donk.
The semi-final spoiled the overall impression
It was the semi-final stage that had the biggest impact on the perception of his tournament. When a player of this level starts an event with almost unreachable numbers, any drop immediately looks stronger than it would for an ordinary rifler. In donk’s case, expectations are always higher, so even a normal rating can be perceived as a decline.

This is an important point for evaluating the situation. Donk did not become a weak player on LAN, but he stopped looking like a completely uncontrollable force. Opponents were more often able to slow down his tempo, deny him easy opening duels, and force Spirit to look for other sources of impact in rounds.
magixx stood out against donk’s background
Interestingly, the best Spirit player in terms of the difference between the online stage and LAN was magixx. Online, he had a 0.81 rating, while on LAN he rose to 0.98. This is not superstar level, but for team balance, such dynamics are very important.
In playoff matches, such improvements often matter more than they seem at first glance. When the main star does not always produce extraordinary numbers, the team needs players who can compensate for dips, close difficult positions, and maintain structure even without a large number of highlights.
What this means for Spirit
For Spirit, this statistic looks not like a catastrophe, but like a signal. The team still has one of the strongest individual players on the scene, but the LAN stage showed that even donk can lose part of his impact if opponents prepare well and do not allow him to build momentum.
That is why the next tournaments will be important not only for donk himself, but also for Spirit’s entire system. If the team can stabilize its game around him and make better use of the form of other players, this dip will remain just a separate episode. If not, opponents will get a clear recipe for how to reduce his impact in the most important matches.

