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
| ID | Type | Description | Example |
|---|
| 1001 | headshot_opening | First kill of the round is a headshot | ”First kill is a headshot — Round 12” |
| 1002 | player_opening | Named player gets the opening kill | ”s1mple gets opening kill — Round 12” |
| 1003 | awp_opening | First kill is with an AWP | ”AWP opening kill — Round 12” |
Weapon Kill Markets
| ID | Type | Description | Typical Odds |
|---|
| 1010 | awp_kill | Any AWP kill in the round | 1.4 – 3.5 |
| 1011 | deagle_kill | Desert Eagle kill | 3.0 – 8.0 |
| 1012 | knife_kill | Knife kill | 15.0 – 40.0 |
| 1013 | grenade_kill | HE grenade kill | 5.0 – 15.0 |
| 1014 | molotov_kill | Molotov / incendiary kill | 8.0 – 25.0 |
| 1015 | zeus_kill | Zeus (taser) kill | 20.0 – 40.0 |
| 1016 | shotgun_kill | Shotgun kill | 6.0 – 20.0 |
| 1017 | pistol_on_buy_kill | Pistol kill on a buy round | 4.0 – 12.0 |
| 1018 | sniper_duel | First kill is AWP vs AWP | 6.0 – 20.0 |
Highlight Kill Markets
| ID | Type | Description | Typical Odds |
|---|
| 1020 | wallbang_kill | Kill through a wall | 5.0 – 15.0 |
| 1021 | noscope_kill | No-scope sniper kill | 10.0 – 30.0 |
| 1022 | through_smoke_kill | Kill through smoke | 3.0 – 8.0 |
| 1023 | entry_revenge | Trade kill (revenge frag) | 2.0 – 4.0 |
Multi-Kill Markets
| ID | Type | Description | Typical Odds |
|---|
| 1030 | triple_kill | Any player gets 3+ kills in the round | 3.0 – 6.0 |
| 1031 | quad_kill | Any player gets 4+ kills | 8.0 – 20.0 |
| 1032 | ace | Any player gets all 5 kills | 20.0 – 40.0 |
Round Dynamics Markets
| ID | Type | Description | Typical Odds |
|---|
| 1040 | high_kill_round | 7+ total kills in the round | 2.0 – 4.0 |
| 1041 | massacre_round | 9+ total kills | 4.0 – 10.0 |
| 1042 | low_kill_round | 3 or fewer kills | 5.0 – 15.0 |
| 1045 | fast_round | 4 or fewer kills (quick round) | 4.0 – 10.0 |
| 1043 | flawless | Winner takes 0 deaths | 3.0 – 8.0 |
| 1044 | clutch | Last player standing wins (1vX) | 5.0 – 15.0 |
Bomb Event Markets
| ID | Type | Description | Typical Odds |
|---|
| 1050 | bomb_planted | Bomb is planted | 1.5 – 3.0 |
| 1051 | bomb_defused | Bomb is defused | 4.0 – 10.0 |
| 1052 | retake | Bomb planted then defused | 5.0 – 15.0 |
| 1053 | ninja_defuse | Defused while 2+ terrorists alive | 15.0 – 40.0 |
| 1054 | bomb_site_a | Bomb planted at site A | 1.8 – 3.5 |
| 1055 | bomb_site_b | Bomb planted at site B | 1.8 – 3.5 |
Economy Markets
| ID | Type | Description |
|---|
| 1060 | eco_upset | Named team/player wins on an eco round |
| 1061 | eco_frags | Named team/player gets 3+ kills on eco |
| 1062 | force_buy_win | Named 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.
| ID | Type | Description |
|---|
| 1070 | star_multi_kill | Named player gets 2+ kills in the round |
| 1071 | awp_player_kill | Named player gets an AWP kill |
Utility Markets
| ID | Type | Description |
|---|
| 1080 | flash_kill | Flash-assisted kill occurs |
| 1081 | utility_damage | Significant utility damage dealt |
Novelty Markets
| ID | Type | Description |
|---|
| 1090 | team_damage_kill | Friendly-fire lethal hit (teamkill) |
| 1091 | suicide_round | Self-inflicted death |
Market Tiers
Markets are categorized into tiers that affect generation frequency and the featured_score:
| Tier | Description | Examples |
|---|
| Core | Always generated, highest reliability | bomb_planted, headshot_opening, triple_kill, high_kill_round, star_multi_kill |
| Contextual | Generated when game state is relevant | Weapon markets, economy markets, bomb site markets |
| Novelty | Rare long-shot outcomes | knife_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.