NODWIN Clutch Series 7 Play-In
Apr 6th - Apr 12th
Matches
Tournament news
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All newsRecords
Record/Time/Map
Val/Avg
Set by
Rival
Fast bomb plant (sec)
• Ancient
00:32s01:19s
L
Fast bomb plant (sec)
• Ancient
00:31s01:19s
L
Flash blinded on a map (opp)
• Ancient
9726
L
Flash blinded on a map (opp)
• Ancient
10826
Molotov damage (avg/round)
• Ancient
7.52
Flash blinded on a map (opp)
• Ancient
9526
L
Smoke thrown on a map
• Ancient
3913.9736
L
Smoke thrown on a map
• Ancient
3213.9736
L
Player score (round)
• Ancient
34791012
Player score (round)
• Ancient
50331012
results and prize distribution
Top players
Map Pool
Nuke
63%
37%
8
9
Inferno
52%
48%
7
10
Dust II
51%
49%
9
10
Mirage
49%
51%
7
14
Anubis
47%
53%
3
13
Overpass
42%
58%
3
16
Ancient
41%
59%
8
12
FAQ
As of now the Play-In has produced several decisive outcomes: Hashiras beat UNiTY in the Group C decider and Ursa overcame ASTRAL in the Group D decider, both wins sending those teams forward into the knockout phase; in the Play-In single-elimination opening round, Lavked, Bebop, Ursa and MANA recorded wins to advance. These results show which squads handled high-pressure elimination maps best and which have momentum heading into the next stage. Expect teams that won deciders to lean on the same confidence and strategies that got them here.
Decider matches revealed clear preferences: Overpass and Inferno were used as decisive map picks in elimination matches, while Mirage and Nuke featured frequently in bans, indicating teams are protecting against signature matchups. The presence of Ancient, Anubis and Dust2 in the pick/ban pool shows teams are balancing classic CT/T sides with newer map dynamics. These trends suggest squads are prioritizing comfort on control- and execution-heavy maps when a single loss means elimination.
The Play-In has hinted at a subtle meta tilt toward maps that reward coordinated executes and utility usage, as teams leaned on Overpass and Inferno in clutch scenarios and adjusted bans to avoid volatile site-control maps. Coaches appeared to respond quickly after group play, swapping map orders and targeting opponents’ strengths in deciders, which changed how teams approached economic and CT-side setups. Overall, the stage has favored disciplined tactical play over raw aim-heavy aggression.
Coaches have been visibly influential in the Play-In, particularly in deciders where map choices—like Hashiras’ decision to pick Overpass and Ursa’s pick of Inferno—shaped the tempo and game plan going into high-pressure rounds. Tactical coaching adjustments between group matches and the playoff opener also appear to have helped teams shore up defensive setups and late-round decision-making. In a single-elimination environment every mid-match call and timeout can be the difference between advancing and going home.
Individual player ratings for the Play-In haven’t been published on official summaries yet, but team performances point to standouts: players on Ursa and Hashiras contributed to pivotal decider wins and were instrumental in their teams’ momentum. Once final stats are released, ratings will give a clearer picture of who carried each side and who may break out on the bigger stage. For now, watching the recorded matches and highlight reels is the best way to spot impactful performances.
The Play-In featured a 16-team field, providing a broad competitive sample and opportunities for regional favorites and invited squads to clash, but official region-by-region breakdowns for this stage haven’t been posted. The variety of team names and orgs that reached deciders and the knockout round suggests a mix of established and emerging regions are represented. This diversity is important for spotting rising talent and testing different regional playstyles against one another.
The Play-In stage currently shows no listed prize pool for distribution, which is common when organizers allocate the majority of prize money to the main event rather than preliminary qualifying rounds. Prize breakdowns and exact financials for the overall event are usually announced by the organizers closer to the main stage. While Play-Ins are often more about qualification than payout, strong Play-In performances can still have big career and roster implications for players.
Decider clashes like Hashiras vs UNiTY and Ursa vs ASTRAL were among the most tension-filled moments, as each match decided who moved on and showcased clutch plays, map-specific strategies, and momentum swings. The single-elimination opening round also produced intense matchups, with teams such as Lavked and Bebop advancing in high-stakes conditions that reward discipline and nerves. Those matchups created the kind of highlight-worthy plays and storylines that fans love to replay and debate on social channels.
While individual stat streaks haven’t been formally published, the narrative-level streaks are clear: Ursa progressed from a group decider win into the playoff opener with continued success, showing good form and resilience under pressure. Hashiras’ run to win their group decider also marks them as a team to watch despite falling in the playoff opener to Bebop. These kinds of runs matter because they can put players and teams on the radar for larger events and roster interest.
Single-elimination raises the stakes dramatically—teams are more likely to select comfort maps, prioritize safe economy management and lean on tried-and-tested tactical setups rather than experimental plays, since one loss means elimination. The format also magnifies the importance of map veto decisions and in-game leadership, forcing teams to be conservative with riskier tactics and sharper on mid-match adaptations. Fans can expect tighter, more methodical games where small tactical edges decide series outcomes.
play-in
12 Apr
12 Apr
12 Apr
12 Apr
Top players values per round
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Player
Team
Map Count





