HLTV has rolled out the first major update to Rating 3.0, the system introduced in mid-2024 as the biggest overhaul of player metrics in Counter-Strike history. The patch rebalances the formula, redistributes weight across kills, damage, survival, and Round Swing, and adds an eco-adjustment toggle for clearer insights. The goal is to restore a 60/40 balance between output (kills, impact, damage) and cost (survival, KAST) — a modern take on the structure used in Rating 2.0.
How the Formula Changed
The key idea is simple — kills matter more again. After 3.0 launched, the Round Swing metric carried too much influence. HLTV reduced its weight so it now works as an impact modifier, not the main factor. Raw numbers like kills and damage once again define most of a player’s performance. Swing, KAST, and Multi-Kill ratings now act as supporting stats instead of decisive ones.

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Round Swing — Less Chaos, More Logic
Early feedback showed that Rating 3.0 rewarded clutch moments too heavily. HLTV has adjusted how Swing is shared at the end of each round:
- 1 share for clutch situations
- 2 shares for advantage-building kills (WPA)
- 1 share for defusing or trading
- 1 share for surviving a won round
This change prevents one player from receiving all the credit for a round-winning frag when teammates contributed equally. Impact is now shared more fairly among everyone who shaped the round.
Eco-Adjustment — Fairer Evaluation
The new eco-adjustment toggle is now visible on match pages.
- eK-eD shows an economy-adjusted K/D that reflects how expected each duel outcome was. A kill with an AK versus a Glock, for instance, counts less than the reverse.
- eADR and eKAST are also adjusted for economy to limit “eco farming.”
For AWPers, who often record lower ADR, the update softens the penalty so snipers aren’t underrated for their playstyle.
Who Gained the Most

Most players moved by less than ±0.02 rating points, but some outliers stand out.
- donk — The Clear Winner
Danil “donk” Kryshkovets rose from 1.34 to 1.38 thanks to his explosive playstyle and a 1.59 Kill Rating. The update perfectly fits his high-impact, high-output game.
- ZywOo, m0NESY, NiKo
Each gained a small boost (+0.01 to +0.02) due to consistent damage and survival.
- EliGE, broky, karrigan
More passive or IGL-focused players lost a bit (–0.03 to –0.07) since the new version rewards raw performance over strategy.
Role Impact

The new averages show entry fraggers benefit the most, as opening kills now carry greater value. AWPers improved slightly after eco-adjustment changes. IGLs dropped a bit, as macro decisions matter less than direct contribution.
Example — FaZe vs Liquid (IEM Cologne 2025)

In the FaZe vs Liquid match, the change is clear. frozen (1.76) ended above ultimate (1.66) despite the Pole having a stronger Swing (+9.1%). Direct output (eKPR, eADR) now matters more than isolated clutch rounds.
Purpose and Context
The previous formula relied too heavily on context rather than results. This sometimes caused anomalies — players finishing 8-8 outscoring those at 12-4. The reworked version better reflects the relationship between production and impact, while keeping analytical depth.
Match Recalculation and Annual Impact
All matches have been recalculated using the updated formula. This means EVPs and the Top 20 Players of 2025 will rely on the new system. HLTV will also re-evaluate EVPs from July – October 2025 to ensure consistency.
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What’s Next
Valve’s latest economy patch changed round dynamics, so HLTV plans another adjustment once enough new data arrives. The aim remains the same — to create a single metric that accurately measures a player’s real impact.
The updated Rating 3.0 rewards consistent output while keeping the context that defines great Counter-Strike. Kills are back at the center — but their value now depends on where, when, and how they happen. In 2025, aggressive, high-output players will stand out, while passive roles must prove impact through stability rather than occasional clutch moments.

