ADR (average damage per round) measures the average damage dealt in a round. The abbreviation comes from the initial letters of those words. The calculation is simple: all damage a player deals to enemy players during a match is divided by the number of rounds played. The metric is available in FACEIT statistics (a platform for ranked matches), in CS2 client statistics, and in most match trackers — services that collect match data.
Unlike the ratio of kills to deaths, ADR shows not just whether a player got kills but their overall contribution to fights: wounding an enemy that a teammate finished off, or hitting several opponents with a grenade. A player can end a round without a frag, meaning an enemy kill, but with a lot of damage — and ADR counts that too.
For example, a player deals a total of sixteen hundred damage across twenty rounds. Their ADR for the match is eighty. However, that damage may be distributed unevenly: in one round they hit nobody, while in another they wound several opponents. The average does not mean they dealt exactly eighty damage in every round.
There is no universal threshold for a “good” ADR. The same number can mean different things against opponents of different skill levels. Over a short series of games, individual strong or weak matches can noticeably shift the metric. Comparisons should therefore account for sample size — how many matches the statistics cover.
ADR also depends on a player's role: the player who enters a fight first gets more opportunities to deal damage but also risks dying before their teammates. Grenade use affects the metric too. That is why ADR is most useful when comparing players with similar roles and playing conditions.
ADR is valuable alongside other indicators — the ratio of kills to deaths, platform rating, and headshot percentage. High damage alone does not show whether it helped win an important fight or round, and it proves neither skill nor cheating.