Top 20 highest earning CSGO pros - Updated June 22, 2020 - Dexerto
CS:GO

Top 20 highest earning CSGO pros – Updated June 22, 2020

Published: 10/Dec/2018 16:13 Updated: 22/Jun/2020 10:08

by Ross Deason

Share


Winning three consecutive CS:GO majors has vaulted Astralis‘s dominant squad to the top of the richest player rankings – with some top players in the chasing pack behind them.


Astralis dominate the charts

Back in 2018, Astralis stars Nicolai ‘dev1ce’ Reedtz, Peter ‘dupreeh’ Rasmussen and Andreas ‘Xyp9x’ Højsleth became the first CS:GO stars to ever break the $1 million threshold in prize money won.

Since then, and their Major wins at IEM Katowice and StarLadder Berlin, they’ve been joined in the millionaire’s club by teammates Lukas ‘gla1ve’ Rossander and Emil ‘Magisk’ Reif. While the Danes may have given up their stranglehold on every tournament – with Team Liquid, Evil Geniuses, and Fnatic claiming event wins too – they have still cemented themselves as the top five highest-earning players.

In fact, they’ve taken the lead at the top of the table to such a level that hitting $2 million each in the near future isn’t totally out the question.

ESLAstralis have dominated CS:GO for the last two years, raking in bunches of prize money.

Team Liquid chasing

As has been the story in-game for much of 2019, Team Liquid provide the greatest challenge to Astralis’ dominace atop the highest-earners list. Despite falling short at the Major and suffering some less than ideal results, the North American squad has risen through the ranks and overtaken legendary teams such as MIBR and Fnatic.

After a 406-day run of Danish dominance, Team Liquid finally broke the mould in June 2019, becoming the first North American team to claim the number one ranking – also becoming the second team to claim the Intel Grand Slam bonus of $1,000,000.

That incredible run has helped former Major winner Jake ‘Stewie2K’ Yip rise up the ranks, as he is closest to breaking into the top five – sitting in sixth on just breaking $1,000,000 won for himself.

ESLTeam Liquid made history by claiming the INTEL Grand Slam in just four events with their win at ESL One Cologne.

As well as leading his countrymen in the rankings, Stewie2K made history following IEM Chicago by surpassing all Brazilian professional players in the standings – including his former MIBR teammates.

The North American star still has a long way to go if he wants to catch Astralis in prize winnings, however, and after a couple of underwhelming results, Team Liquid will need to rediscover the form they had in their run prior to the player break if he’s to do so.

Who is the richest CS:GO player of all-time?

Outside of the team battle, the Clutch Minister himself, Xyp9x, is still the highest earning player in CS:GO. The 24-year-old’s total earning from prize money eclipsed $1.5 million following the Berlin Major success, but he’s being closely followed by long-time teammate dupreeh.

The top 20 highest-earning CS:GO pros on June 22, 2020, according to esportsearnings.com, can be found below. This post will be updated after every premier CS:GO event.

Top 20 Richest CS:GO Players in Prize Money – Updated June 22nd, 2020

Position Name Nationality Earnings
1st Xyp9x Denmark $1,771,621.90
2nd dupreeh Denmark $1,770,422.74
3rd dev1ce Denmark $1,734,923.21
4th gla1ve Denmark $1,602,084.08
5th Magisk Denmark $1,363,881.97
6th Stewie2k USA $1,064,340.00
7th TACO Brazil $1,062,839.89
8th FalleN Brazil $1,058,920.54
9th fer Brazil $1,053,020.54
10th coldzera Brazil $1,001,181.46
11th NAF Canada $959,765.66
12th karrigan Denmark $944,285.39
13th nitr0 USA $917,751.73
14th ELiGE USA $907,696.42
15th Olofmeister Sweden $876,761.52
16th JW Sweden $867,560.68
17th flusha Sweden $847,468.95
18th KRiMZ Sweden $837,623.34
19th Twistzz Canada $812,376.43
20th GuardiaN Slovakia $798,520.80

 

CS:GO

BLAST’s director of operations on maintaining integrity with online CSGO

Published: 24/Nov/2020 15:23 Updated: 24/Nov/2020 15:33

by Adam Fitch

Share


“This time last year our rulebook and our whole setup were based on LAN events,” BLAST’s director of operations and production Andrew Haworth told Dexerto. “We hadn’t really done a huge amount of work on how that would be replicated in an online world.”

Earlier this year, with the global health situation emerging, governments all around the world were forced to reduce the feasibility of hosting events, and thus, they were moved online — halfway through a tournament, in some cases.

Prior to the restrictions, tournament organizer BLAST managed to host their first big competition of the year in February, impressing many and unknowingly hosting what would be one of the only prominent offline events in the 2020 Counter-Strike calendar. They didn’t have the same privilege later in the year, however, as limitations had yet to be permanently relaxed in many locations. Nonetheless, they went on with their plans to host the BLAST Premier Fall Series, albeit online.

Another layer of absurdity was added as a factor of hosting an event, and that was the revelation of a spectating bug that spanned multiple years. With the Esports Integrity Commission — a body devised to maintain the integrity of competitive gaming — issuing bans to dozens of coaches, integrity questions were more prominent than ever during an online era, no less, where it’s harder to monitor the activity of teams and their coaches.

BLAST Premier Fall Series 1
BLAST
Commentators Scrawny and launders arrived at the production location early to accommodate local restrictions.

Haworth’s background working on major music festivals and the Olympics Games means he’s no stranger to crafting contingency plans to put in place in case of a problem arising. Prior to hosting the Fall Series, they went through sessions of scenario testing with key department leads to devise numerous methods of still getting the job done.

Considering BLAST have deployed everything at their disposal to maintain competitive integrity within their events, Dexerto spoke with Haworth to see how they adapted their processes to move to a remote production while monitoring the gameplay itself both in and out of the server.

Going back to esports’ roots

“We were fairly lucky in the timing of the outbreak, we just finished our Spring Series in February and didn’t have another live event till the end of May,” he said. “Other tournament organizers didn’t and were thrown into that halfway through a show. We had a bit of time, purely by luck, to have a look at what we need to do for our Spring Showdown and our Spring Final.”

While esports, like most other sports, is fundamentally an entertainment product, the need for competitive integrity is essential. Fans tune in to watch the best players in the world face off against each other, and that’s no different during an era of online competition.

“If the fans don’t have faith in what we’re putting on if our broadcasters and sponsors don’t have faith in what we’re putting on, and the teams ultimately lose faith in it, then none of us can stand behind it proudly,” Haworth said. “So competitive integrity is in integral to what we do, none of us are arrogant enough to think that we’re perfect in that.

“There may be things that we’re doing now that we’ll review and determine haven’t worked quite as well or are not effective. Some of the things that we have done we want to ensure, while maintaining competitive integrity at all times, doesn’t affect the performance of play. We don’t want to be taking up computer performance for the matches because that isn’t going to gain the right tone with anybody.”

BLAST Premier Fall Series 2
BLAST
The venue had no players in sight, with only production staff and broadcast talent being present.

With a change in circumstance comes a need to change the parameters in which events are run, and that filters all the way down to the gameplay itself. BLAST saw the need to adapt their guidelines early in the year, when LAN events no longer seemed possible, so all of the teams were on the same page.

“The rulebook gets issued at the start of every season, we generally review it and update it after every event,” Haworth said. “We did less of that last year — I think we only made one or two slight revisions from Spring Series into Spring Showdown because the former was very much for a LAN. We also have our competitive integrity policy, which is broadly drawn out of the rulebook and is a short, sharp summary to articulate to what we do. That’s on our website. We’ve worked with experienced tournament officials that have worked with other tournament organizers and in other settings, it’s important to us that they can see elsewhere what has worked, and equally what hasn’t worked, so we can pick up best practices.”

From bad to worse

All partners of ESIC — including the likes of ESL and DreamHack — vow to enforce rulings decided upon by the commission, and that was no different for BLAST. The spectating exploit utilized by at least 37 coaches rocked the CS:GO community and certainly begged the question as to what tournament organizers are doing to ensure fair play is had at all times.

Moving online adds another layer of difficulty to constantly and accurately monitoring the matches played, especially considering tournament officials can’t be present to see how teams are operating with their own two eyes. BLAST believes they’ve reached the pinnacle of monitoring at this precise moment.

“Some of the measures we put in place aren’t perfect but they’re the best available solution we’ve found so far,” Haworth told Dexerto. “There are methods that we’re developing and evolving. We are confident that the measures we have in place currently are giving the desired result in not allowing anybody to manipulate the system or take advantage of it.

“From a coaching bug point of view, the player cams that we’ve put in place have been a really useful feature. That’s something that we looked at, to start with, as a broadcast feature that had some great context and depth. It grew into something that we now utilize to ensure we can see what players are doing.

“We’ve worked with players on camera angles, we have down-the-line shots, coaches have cameras on them and we listen to TeamSpeak for both a broadcast feature and in terms of integrity,” he continued. “The MOss system is far from perfect but it allows us to know what’s open on someone’s computer, there’s a report sent to us post-match with that information.

Moving forward in the face of adversity

Despite having what they believe is a solid solution to both playing online and safeguarding the integrity of the tournament, it would be understandable if a tournament organizer decided to postpone an event due to the recent exploit revelation and subsequent disciplinary rulings. Haworth ensured Dexerto, however, that that wasn’t an eventuality BLAST considered.

BLAST Spike Nations
BLAST
BLAST have undergone plenty of growth in 2020 so far despite the difficulties, expanding into new titles like Valorant and Dota 2.

“We’ve never really moved our date around. We put our 21 days in the international calendar [that’s shared by all CS:GO tournament organizers] in April this year to try and provide full transparency,” he said. “We worked on this straight after the Spring Final, there were a couple of bits that we thought we could include like the coach cams but there were also a couple of things that weren’t ready for the Fall Series. We played around with them but wasn’t sure if it would cause performance issues on players’ PCs so we didn’t want to risk it.”

There’s not the only difficulty in providing a fair and stable environment for the players, BLAST have plenty of staff that are needed to execute a full production. Having staff at home using personal internet lines isn’t the most confidence-inducing prospect, but the company has managed to execute a means of working that allows for maximum efficiency given the circumstances.

While online play, and the copious amount of events that are taking place, may not be ideal, esports has proven to be resilient in the face of extreme and unpredictable challenge. The Fall Series was revered by industry professionals and Counter-Strike fans alike, but it’s clear that BLAST are not resting on their laurels leading up to the next phase of the competition.