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Documentation Index

Fetch the complete documentation index at: https://docs.ticktock.bet/llms.txt

Use this file to discover all available pages before exploring further.

Overview

All markets are per-round, single-outcome (Yes/No) propositions. The odds field represents the coefficient for “Yes” (the event will happen). If it doesn’t happen, the bet is lost.
Every market carries human-readable descriptions in both English (textEN) and Russian (textRU) directly in the XML message. This is the primary integration method — no catalogue look-up required.For programmatic market naming, call GET /cs2/v1/markets/active (or GET /cs2/v1/matches/{id}/markets) — each offer carries the same human-readable descriptions plus a specifiers field for variables like {round} and {player}.

Opening Kill Markets

IDTypeDescriptionExample
1001headshot_openingFirst kill of the round is a headshot”First kill is a headshot — Round 12”
1002player_openingNamed player gets the opening kill”s1mple gets opening kill — Round 12”
1003awp_openingFirst kill is with an AWP”AWP opening kill — Round 12”

Weapon Kill Markets

IDTypeDescriptionTypical Odds
1010awp_killAny AWP kill in the round1.4 – 3.5
1011deagle_killDesert Eagle kill3.0 – 8.0
1012knife_killKnife kill15.0 – 40.0
1013grenade_killHE grenade kill5.0 – 15.0
1014molotov_killMolotov / incendiary kill8.0 – 25.0
1015zeus_killZeus (taser) kill20.0 – 40.0
1016shotgun_killShotgun kill6.0 – 20.0
1017pistol_on_buy_killPistol kill on a buy round4.0 – 12.0
1018sniper_duelFirst kill is AWP vs AWP6.0 – 20.0

Highlight Kill Markets

IDTypeDescriptionTypical Odds
1020wallbang_killKill through a wall5.0 – 15.0
1021noscope_killNo-scope sniper kill10.0 – 30.0
1022through_smoke_killKill through smoke3.0 – 8.0
1023entry_revengeTrade kill (revenge frag)2.0 – 4.0

Multi-Kill Markets

IDTypeDescriptionTypical Odds
1030triple_killAny player gets 3+ kills in the round3.0 – 6.0
1031quad_killAny player gets 4+ kills8.0 – 20.0
1032aceAny player gets all 5 kills20.0 – 40.0

Round Dynamics Markets

IDTypeDescriptionTypical Odds
1040high_kill_round7+ total kills in the round2.0 – 4.0
1041massacre_round9+ total kills4.0 – 10.0
1042low_kill_round3 or fewer kills5.0 – 15.0
1045fast_round4 or fewer kills (quick round)4.0 – 10.0
1043flawlessWinner takes 0 deaths3.0 – 8.0
1044clutchLast player standing wins (1vX)5.0 – 15.0

Bomb Event Markets

IDTypeDescriptionTypical Odds
1050bomb_plantedBomb is planted1.5 – 3.0
1051bomb_defusedBomb is defused4.0 – 10.0
1052retakeBomb planted then defused5.0 – 15.0
1053ninja_defuseDefused while 2+ terrorists alive15.0 – 40.0
1054bomb_site_aBomb planted at site A1.8 – 3.5
1055bomb_site_bBomb planted at site B1.8 – 3.5

Economy Markets

IDTypeDescription
1060eco_upsetNamed team/player wins on an eco round
1061eco_fragsNamed team/player gets 3+ kills on eco
1062force_buy_winNamed team/player wins on a force buy
Economy markets use the {player} template variable, but the value may be a team name (e.g. player=Navi). The specifiers attribute is always player=... regardless of whether the value is a player name or team name.

Player Performance Markets

IDTypeDescription
1070star_multi_killNamed player gets 2+ kills in the round
1071awp_player_killNamed player gets an AWP kill

Utility Markets

IDTypeDescription
1080flash_killFlash-assisted kill occurs
1081utility_damageSignificant utility damage dealt

Novelty Markets

IDTypeDescription
1090team_damage_killFriendly-fire lethal hit (teamkill)
1091suicide_roundSelf-inflicted death

Market Tiers

Markets are categorized into tiers that affect generation frequency and the featured_score:
TierDescriptionExamples
CoreAlways generated, highest reliabilitybomb_planted, headshot_opening, triple_kill, high_kill_round, star_multi_kill
ContextualGenerated when game state is relevantWeapon markets, economy markets, bomb site markets
NoveltyRare long-shot outcomesknife_kill, zeus_kill, ace, ninja_defuse, team_damage_kill
The featured_score (0.0–1.0) is a composite score computed from six weighted criteria: context relevance (30%), clarity (20%), odds attractiveness (20%), pricing confidence (15%), commercial appeal (10%), and novelty (5%). Core-tier markets receive a bonus. The feed uses this score to select the top 3 markets per round and emits them in timing order (earliest-resolving first) — see Market Ordering.
Last modified on May 10, 2026