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Field cookbook

Winner winner.
Here's the actual recipe.

Every cookbook promises a chicken dinner. This one measured thousands of real kitchens — every normal battle-royale match we track — and wrote down what the cooks who actually plate the bird do differently. No bots, no guesswork, and nobody gets credit just for standing in the kitchen longer.

11,325 matches · 34,719 wins · last 60 days · normal BR, humans only

The recipe

from the back of the box
  1. Keep four cooks in the kitchen

    Squads with all four alive at minute 10 win 12.18% of their games; a lone survivor wins 0.29%. That 42× gap is the biggest number in this report.

  2. Don't let a knock burn

    Long-game squads that never revived anyone win 1.78% of their matches; squads with five or six revives win 11.28%. A knock is not a death.

  3. Drink the energy, skip the extra bandages

    Players who drank six or more boosts won 42% of their endgames; players who drank none won 27%. Both groups lived just as long. The drinks are the difference.

  4. A little heat won't ruin the dish

    Players who crossed the blue zone won almost as often as players who never touched it. The typical Erangel winner stands in it for over a minute.

  5. Drive to the kitchen, plate on foot

    Nine out of ten winners grab a vehicle on the big maps. But late game, winners walk more and drive less than the squads chasing them. Wheels get you to the circle; feet win it.

  6. The bird needs fewer kills than you think

    39% of squad wins come with two kills or fewer. Pick the fights you can win, skip the rest.

The doneness check

Dial in your situation. The odds come straight out of the tables below, no formula.

Minute
Squad still alive
Boosts so far
Win odds
18%
about 1 dinner in 5
A strong seat. Don't donate it.
27,252 squads measured
Players at your drink count win 3.58% of games this long; with zero drinks, 2.21%.

Honest labels: the big number is real squads in your exact spot (minute and players alive). The drink line is a separate count of players who lived about that long. The two don't combine.

Kitchen myth — tested

Why most cookbooks are wrong

More kills, more wins. That part is real. But most chicken dinners are still quiet.

Win rate by kills (squad)

Longer bar, more wins. The grey figure is how many players we watched. Tap any bar for its full numbers.

Your usual kills

Players on 2 kills win 6.49% of their games and reach the top 10 in 54.9%.

38.7%

of squad wins go to a player with two kills or fewer.

10.8%

of squad wins go to a player who killed nobody at all.

How can both be true? Ten-kill players win half their games, but they're rare. Most wins belong to ordinary players who just stayed alive. Kills help; they're not required.

Serves one, two, or four

The fewer of you there are, the more each of you has to kill.

Solo
8.4
kills per winner
864 damage · 26.1 min
Duo
5.5
kills per winner
662 damage · 24.7 min
Squad
3.9
kills per winner
492 damage · 23.2 min

Average for the winning player, or for each member of the winning team. A solo win costs more than double a squad win, per person.

Recipe No. 01

Keep four cooks in the kitchen

Nothing else predicts a win like this. Four alive at minute 10: 12.18% of those squads win. One alive: 0.29%.

Ingredients: four cooks · working comms · zero heroes

Still alive at 10 min

Still alive at 15 min

Still alive at 20 min

Only squads of four real people are counted. Almost 1 in 5 four-man squads in normal games is all bots, and counting those would flatter every number here. Also notice: by minute 20, three alive is nearly as good as four. Losing a teammate early costs far more than losing one late.

Recipe No. 02

Don't let a knock burn

Same squads, same match length, different discipline after a knock.

Ingredients: one downed teammate · 8 seconds of cover · nerve

Team revives in a match — squads whose last player lived 15-25 min

From zero pick-ups to six, win chances multiply by about 6. A downed teammate still wins games — be the kitchen that picks them up.

Recipe No. 03

The secret ingredient comes in a can

Everyone in these charts lived equally long. The only difference is what was in their pockets.

Ingredients: 6+ energy drinks · 3-5 heals · no more than that

Boosts used — players alive 25-30 min

The cheapest advantage in the game. No aim required.

Live 15-20 minutes and the drinks are worth about 2 extra wins in 100. Live 20-25: 6. Live past 25: 15.

Heals used — players alive 15-30 min

After three to five heals, extra bandages stop helping. Extra boosts never stop. If your bag only fits one, fill it with drinks.

Recipe No. 04

Manage the heat

The classic advice says never touch the blue. The numbers say players who crossed it still won almost as often as players who never did: 11.35% against 14.47%.

Ingredients: one blue wall · 70 seconds of tolerance · a med kit

Players who lived equally long, by time spent in the blue

Winners aren't zone-perfect either: the typical Erangel winner stands in the blue for about 70 seconds. The zone itself only kills 3-4% of players. Other players kill 95%.

Recipe No. 05

Pace the kitchen

Everything here is per minute alive, so nobody gets credit just for lasting longer.

Ingredients: 141 m of walking per minute · a parked car

FinishDmg/minKills/minBoosts/minWalk m/minDrive m/min
1st21.10.1680.256141134
2nd-10th14.00.0940.219133154
11th+14.70.0840.14512097

Winners deal about half again more damage per minute than the players right behind them, and they drink more boosts. The surprise is the last column: winners drive less (134 m a minute against 154 m) and walk more (141 m). Rolling loud into the final circles is a second-place habit.

Recipe No. 06

Stock the pantry, then stop

Three more habits that show up in the numbers.

Ingredients: 8+ weapons handled · one kill past 150 m · a quarter of headshots

Win rate by weapons picked up

Everyone here lived 15 to 30 minutes, so the extra guns are choice, not time: 1% at the bottom of the chart, 25.51% at the top.

Win rate by longest kill

Past 150 m, longer shots stop mattering. You don't need to be a sniper; you just can't fight only up close. Best kill under 50 m: 8.68% wins. Comfortable past 150 m: about 25%.

Win rate by headshot share — players with 3 or more kills

Some headshots beat none: 30.46% at the top of the curve, against 20.04% for pure body-shooters. But past half, it falls back to 21.81%. Take the shot you have; don't chase heads.

Kitchen accidents

Real numbers from the same kitchens.

  • 2.9% of winning squads shot one of their own on the way to the dinner.
  • 1.6% of all squad deaths are self-inflicted. Cook your grenades responsibly.
  • Only 28.1% of knocked players get picked back up. Most kitchens just watch.
  • Someone gets run over about once every 2 matches.

How fast the kitchen empties

Every map's lobby, emptying. Each line is that map's average match, as a share of the players still up at minute two.

25%50%75%100%5m10m15m20m25m

Minute 10: 55% of Erangel's lobby still up (~45 players).

Half of Erangel's lobby is dead by minute 12. At minute two, this map's average match still has 83 players up. The dot marks the half-way point; the dashed line is 50%.

The nine kitchens

Squad games, normal matches. Each map asks a different price: mostly whether you need wheels, and how fast the end arrives.

What a win costs3.89 kills · 498 dmg
A win takes24 min
Winners who drove90.1%
Distance driven3.5 km
Typical blue eaten70s
Final circle at25.9 min
Alive at 2 min91
Half the lobby dead by12 min
Knocks revived29%
What a win costs4 kills · 506 dmg
A win takes23.8 min
Winners who drove91.7%
Distance driven3.8 km
Typical blue eaten69s
Final circle at25.6 min
Alive at 2 min90
Half the lobby dead by12 min
Knocks revived27.8%
What a win costs3.9 kills · 515 dmg
A win takes24 min
Winners who drove89.6%
Distance driven3.4 km
Typical blue eaten79s
Final circle at25.9 min
Alive at 2 min91
Half the lobby dead by14 min
Knocks revived30.1%
What a win costs4.12 kills · 510 dmg
A win takes23.7 min
Winners who drove90.8%
Distance driven3.5 km
Typical blue eaten59s
Final circle at25.5 min
Alive at 2 min92
Half the lobby dead by12 min
Knocks revived26.8%
What a win costs4.45 kills · 532 dmg
A win takes23.7 min
Winners who drove92.1%
Distance driven3.9 km
Typical blue eaten60s
Final circle at25.5 min
Alive at 2 min92
Half the lobby dead by12 min
Knocks revived24.8%
What a win costs3.85 kills · 427 dmg
A win takes20.4 min
Winners who drove43.2%
Distance driven0.8 km
Typical blue eaten21s
Final circle at21.9 min
Alive at 2 min85
Half the lobby dead by10 min
Knocks revived23.7%
What a win costs3.24 kills · 391 dmg
A win takes18.2 min
Winners who drove10.2%
Distance driven0.1 km
Typical blue eaten0s
Final circle at19.7 min
Alive at 2 min53
Half the lobby dead by10 min
Knocks revived25.9%
What a win costs3.09 kills · 373 dmg
A win takes14.7 min
Winners who drove0.7%
Distance driven0.0 km
Typical blue eaten10s
Final circle at16.3 min
Alive at 2 min52
Half the lobby dead by8 min
Knocks revived24.6%
What a win costs4.1 kills · 489 dmg
A win takes24.4 min
Winners who drove89.3%
Distance driven3.7 km
Typical blue eaten50s
Final circle at26.1 min
Alive at 2 min92
Half the lobby dead by12 min
Knocks revived26.4%

Taste-off

Pick two maps; the middle column is the gap between them. Same squad numbers as the cards above.

3.89
Kills to win
−0.04
3.85
498
Damage to win
−71
427
24 min
A win takes
−3.6
20.4 min
90.1%
Winners who drove
−46.9
43.2%
3.5 km
Distance driven
−2701
0.8 km
70s
Typical blue eaten
−49
21s
25.9 min
Final circle at
−4.0
21.9 min
12 min
Half the lobby dead by
−2
10 min
29%
Knocks revived
−5.3
23.7%

Your own kitchen keeps a logbook too. Every profile tracks the same season, match by match: revives, heals, damage, the lot.

Look up your kitchen
Where to drop

Which drop spots get you killed and which get you paid. Every named town, priced like property.

Where the circle goes

Where the final circles actually land, and each map's deadliest ground.

What to hold

Which guns actually kill, and from how far. Updated live.

How this was cooked

Normal battle-royale matches only: no ranked, no casual (casual lobbies are mostly bots and would poison every number). The last 60 days across the nine current maps. Real people are 77.3% of a normal lobby; the rest are bots, and every bot is removed by its account ID before counting. Map cards use squad games, the way most matches are played. We track far more matches than this — ranked, casual, arcade, and older games whose mode PUBG never labelled — but only verified normal games are counted here.

Winners live longer by definition, so any habit they have looks like a winning habit. To dodge that trap, every chart that could be fooled by it compares only players who survived a similar amount of time, and the one misleading chart stays a click away so you can see the difference. Team numbers count squads of four real people only. Blue-zone time is checked every 10 seconds, and we quote the middle player rather than the average, because a few extreme cases drag averages up.

One honest caveat: we can see what winners do, not what makes them win. Boosts don't force a chicken dinner; good players and good habits travel together. The numbers also shift a little every time the report is re-run.

Computed 2026-07-31 16:01 UTC