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 boxKeep 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.
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.
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.
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.
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.
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.
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.
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.
Players on 2 kills win 6.49% of their games and reach the top 10 in 54.9%.
of squad wins go to a player with two kills or fewer.
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.
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.
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.
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.
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.
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%.
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
| Finish | Dmg/min | Kills/min | Boosts/min | Walk m/min | Drive m/min |
|---|---|---|---|---|---|
| 1st | 21.1 | 0.168 | 0.256 | 141 | 134 |
| 2nd-10th | 14.0 | 0.094 | 0.219 | 133 | 154 |
| 11th+ | 14.7 | 0.084 | 0.145 | 120 | 97 |
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.
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.
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.
Taego
VehicleMiramar
VehicleVikendi
VehicleRondo
VehicleSanhok
Vehicle optionalParamo
Foot mapKarakin
Foot mapDeston
VehicleTaste-off
Pick two maps; the middle column is the gap between them. Same squad numbers as the cards above.
Your own kitchen keeps a logbook too. Every profile tracks the same season, match by match: revives, heals, damage, the lot.
Look up your kitchenWhich drop spots get you killed and which get you paid. Every named town, priced like property.
Where the final circles actually land, and each map's deadliest ground.
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