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PUBG data breakdowns, guides and match-review tutorials, written from real combat data by L!NCHPIN.

No leaderboards, no streamer vibes — we asked PUBG's own API for a random sample of matches. The result: 87.5% third-person, 82.3% squads, three-quarters of all play in Asian hours — and 30.1% of a normal-mode lobby isn't human.

Last time we filtered 13 suspicious accounts out of the numbers and found 0 of them banned. This time we inverted the question — start from the official ban record, then look back at how those accounts played. The control group isn't ordinary players; it's leaderboard-grade talent. Headshot rate 19.5% vs 12.9%, long-range kill share 2.4×, and the most surprising result runs the other way.

Median TTK for kills by high-rank Asian squad-FPP players is just 0.34 seconds — but a quarter of those are one-shot kills with no fight at all. Strip those out and a real firefight takes 0.54 seconds, with follow-up shots getting dramatically slower at every distance band.

6.5% of the top 200 Asian squad-FPP accounts post numbers that look too good to be human. But checking the official banType, suspicious and ordinary accounts alike all came back clean. That doesn't prove the leaderboard is clean — it exposes the real limit of catching cheaters with statistics.

27% die in the first 5 minutes, another 25% in the 15–20 minute final circles, and the median player survives to minute 12. A death timeline from high-rank Asian lobbies.

Nearly 80% of kills happen within 50 meters, with point-blank (<10m) alone at 37%; long-range sniping past 100m is actually only 12%. Real engagement-distance data from 882 gun kills in high-rank Asian lobbies.

60.5% go down to gunfire, 19.3% bleed out after being knocked, and 14.3% die in the blue zone itself — a complete cause-of-death table from 1,466 deaths in high-rank Asian lobbies.

24 high-rank squad-FPP matches, 1,501 deaths — how many were vehicle kills? Not one. In high-end play, a car is just a taxi — and the ones elites drive most are the humble UAZ and Dacia, not supercars.

Even Asian leaderboard elites get third-partied on nearly 1 in 7 deaths (13.5%) — and almost a quarter of the players they knock end up getting away. A breakdown from 800 real deaths.

In elite lobbies, 1 in 4 deaths happens in the first 5 minutes (25.2%). Surprisingly, all four maps have almost identical total deaths — the real difference is *how early* you die, and Rondo's drop is the bloodiest.

Higher ADR isn't always better, a high headshot rate doesn't always mean great aim, and knock-conversion is the real productivity of team fights. A beginner's guide that explains every number on the L!NCHPIN review panel.

The AUG alone accounts for 15% of kills; the top five weapons take over half of all eliminations; the Kar98k headshots at a 29% rate. Real data from high-rank Asian leaderboard matches — 726 gun kills in total.

Asia's top players post a median ADR of 431 and a 32.6% win rate, leaving Europe and NA far behind. A real-data comparison across five regional leaderboards.

Median ADR of 379, a 23% win rate, 2.5 kills per match — a data autopsy of the squad-FPP leaderboards across five regions, so you can see exactly how the top stacks up against you.