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esportsodds

The official Python client for the esportsodds.gg CS2 data API.

Counter-Strike 2 matches and results, team and player stats, tournaments, rankings and a derived market line, returned as plain Python dicts. Standard library only: there is nothing else to install.

Get CS2 match data and stats without scraping HLTV. This package is a client for a paid API; it is not an official HLTV/Valve API.

Install

pip install esportsodds

Python 3.10 or newer. No dependencies.

Quickstart

from esportsodds import Client

client = Client()  # reads ESPORTSODDS_API_KEY from the environment

for match in client.matches.list(status="scheduled", limit=5).data:
    print(match["scheduled_at"], match["team_a_name"], "vs", match["team_b_name"])
2026-10-08T14:00:00Z Team A vs Team B
2026-10-08T17:30:00Z Team C vs Team D

Every call returns what the API sent, as ordinary dicts and lists. A list call returns a Page (page.data, page.next_cursor, page.has_more, page.meta); a call for one thing returns a dict.

Your API key and the plan

There is one plan: $49 a month for 50,000 requests, per account, counted per calendar month (UTC) and paid up front. There is no free tier and no trial: a key exists only for a paid account. Past the 50,000, requests get a 429 with the code quota_exceeded until the month resets, and this client raises QuotaExceededError without retrying (retrying cannot help).

Create a key in your account after you subscribe, then keep it out of your code:

export ESPORTSODDS_API_KEY="eo_live_..."
  • The client sends the key only in the Authorization: Bearer header, never in a URL. It shows only the last four characters in repr() and never puts the key in an error message or a log line.
  • It talks HTTPS only. Plain http:// is accepted for localhost and other loopback addresses (127.0.0.1, ::1) alone, and redirects are never followed, so a key cannot be sent to a different host.
  • Keep the key on your server. A browser or mobile app should call your backend, not the API.
  • You can look at real responses before subscribing on the public demo.

Configuration

Environment variable Meaning
ESPORTSODDS_API_KEY Your API key, used when api_key is not passed.
ESPORTSODDS_BASE_URL The API address, used when base_url is not passed.
Client(...) argument Default Meaning
api_key None Your key. When omitted, ESPORTSODDS_API_KEY is read; with neither, ValueError.
base_url https://api.esportsodds.gg The API address. HTTPS only, except localhost and other loopback addresses.
game "cs2" The title to query. CS2 is the only one with data today.
timeout 30.0 Seconds to wait for a reply. The bulk export always waits at least 120.
max_retries 3 Retries per call for the failures listed under Errors. 0 turns retries off.
transport None Your own HTTP stack: any object with send(TransportRequest) -> TransportResponse.

A Client is safe to share between threads. Use it as a context manager (with Client() as client:) or call client.close() when you are finished: it closes a custom transport that has a close() method (the default one keeps no connections open, so it has nothing to release).

Methods

Every endpoint is one method. {game} is the client's game, and {id} accepts the UUID or, for teams, players and tournaments, the slug.

Call Endpoint Returns What it gives you
client.matches.list() GET /v1/{game}/matches Page Fixtures and results, newest first; filter by status, tournament, team, dates and has.
client.matches.bulk() GET /v1/{game}/matches/bulk Page Matches with their maps, stats and more embedded (include=), 25 per request.
client.matches.get(match) GET /v1/{game}/matches/{id} dict One match; include= embeds teams, tournament, odds or sub-resources.
client.matches.maps(match) GET /v1/{game}/matches/{id}/maps Page Map-by-map results.
client.matches.stats(match) GET /v1/{game}/matches/{id}/stats Page Per-player stat lines, whole match and per map.
client.matches.vetoes(match) GET /v1/{game}/matches/{id}/vetoes Page The map pick and ban sequence.
client.matches.rounds(match) GET /v1/{game}/matches/{id}/rounds Page Round-by-round team stats: economy, opening duels, clutches, bomb events.
client.matches.history(match) GET /v1/{game}/matches/{id}/history Page What a match used to say: each change with its value before and after.
client.matches.depth(match) GET /v1/{game}/matches/{id}/depth dict Per-player weapons, grenades, hit groups, duels and flashes.
client.matches.lineups(match) GET /v1/{game}/matches/{id}/lineups Page Each team's listed roster before the match.
client.matches.streams(match) GET /v1/{game}/matches/{id}/streams Page The channels broadcasting a match.
client.odds.list() GET /v1/{game}/odds Page The derived market line, as history or as the current board.
client.teams.list() GET /v1/{game}/teams Page Every team, alphabetically.
client.teams.get(team) GET /v1/{game}/teams/{id} dict One team.
client.teams.h2h(team, opponent=...) GET /v1/{game}/teams/{id}/h2h dict The head-to-head record between two teams.
client.teams.form(team) GET /v1/{game}/teams/{id}/form Page Recent completed results, newest first.
client.teams.ratings(team) GET /v1/{game}/teams/{id}/ratings Page The team's rating history, one point per match.
client.teams.maps(team) GET /v1/{game}/teams/{id}/maps Page The team's record on each map.
client.teams.round_stats(team) GET /v1/{game}/teams/{id}/round-stats dict Round-level playstyle rates: side win rates, pistols, opening duels.
client.teams.vetoes(team) GET /v1/{game}/teams/{id}/vetoes dict A team's own picks, bans and deciders per map, with a permaban flag.
client.teams.results(team) GET /v1/{game}/teams/{id}/results Page Recent results with every map's score and both teams' ratings going in.
client.teams.rivals(team) GET /v1/{game}/teams/{id}/rivals Page The opponents a team meets most, with the head-to-head and rating gap.
client.teams.roster_history(team) GET /v1/{game}/teams/{id}/roster-history Page The five players fielded in each recent match, with roster changes.
client.teams.players(team) GET /v1/{game}/teams/{id}/players dict The players in the team's newest match with stats, with their last-12-month figures.
client.tournaments.list() GET /v1/{game}/tournaments Page Every tournament, newest first.
client.tournaments.get(tournament) GET /v1/{game}/tournaments/{id} dict One tournament.
client.tournaments.teams(tournament) GET /v1/{game}/tournaments/{id}/teams Page The participating teams, by seed.
client.players.list() GET /v1/{game}/players Page Every player, alphabetically by nickname.
client.players.get(player) GET /v1/{game}/players/{id} dict One player.
client.players.career(player) GET /v1/{game}/players/{id}/stats dict A player's career totals and averages.
client.players.performance(player) GET /v1/{game}/players/{id}/performance dict Last-12-month figures over recorded maps, each with its percentile among players with a page.
client.players.maps(player) GET /v1/{game}/players/{id}/maps dict The player's figures on each map they have a recorded map on.
client.players.matches(player) GET /v1/{game}/players/{id}/matches Page Recent completed matches, newest first, with the player's own line.
client.players.teams(player) GET /v1/{game}/players/{id}/teams dict The player's team history as stints.
client.players.weapons(player) GET /v1/{game}/players/{id}/weapons dict Weapon and hit-group totals over the last 12 months.
client.rankings.list() GET /v1/{game}/rankings Page A team or player leaderboard over a rolling three-month window.
client.rankings.history() GET /v1/{game}/rankings/history Page The team board at each of the last weekly marks.
client.rankings.round_stats() GET /v1/{game}/rankings/round-stats Page Round-level figures for the top teams, in board order.
client.maps.list() GET /v1/{game}/maps Page League-wide figures for each competitive map.
client.maps.teams(map) GET /v1/{game}/maps/{id}/teams Page How each team fares on, and chooses around, one map.
client.coverage.list() GET /v1/{game}/coverage Page What data exists and how often it refreshes.
client.model.metrics() GET /v1/{game}/model/metrics Page Transparency metrics for the model line, per market. The model line is coming soon; the list may be empty.
client.ws_token() POST /v1/{game}/ws-token dict A 60-second ticket for the WebSocket. Costs no requests.
client.health() GET /health dict The service status. Needs no key and is never retried.

Filters are keyword arguments named as in the API reference. A list given for a comma-separated filter (has=["rounds", "depth"], include=["maps", "stats"]) is joined for you; a datetime or date is formatted for you (a naive datetime means UTC); an unknown argument raises TypeError instead of being sent. Ids are checked and escaped before they go into a URL.

The odds are our own derived lines (source="eo_market"), not any bookmaker's price. The model line (source="eo_model") is coming soon and is not returned yet.

Pagination, the bulk export and the change feed

List calls return one page and a cursor. Walk them yourself:

page = client.matches.list(status="completed", limit=100)
while True:
    for match in page.data:
        print(match["id"])
    if not page.has_more:
        break
    page = client.matches.list(status="completed", limit=100, cursor=page.next_cursor)

or let the client do it. iter() yields rows, pages() yields pages, and both fetch lazily, one request per page, so stopping early costs nothing more. max_pages is a safety limit; the last page yielded still carries its next_cursor, so a job that stops (or crashes) can resume with cursor=.

for match in client.matches.iter(status="completed", date_from="2026-09-01"):
    print(match["id"])

iter and pages exist on matches, odds, teams, tournaments and players.

The bulk export is the cheap way to pull history: 25 matches per request, each with the sub-resources you ask for embedded, and one request against your allowance per page.

for match in client.matches.iter_bulk(status="completed", include=["maps", "stats"]):
    print(match["id"], len(match["maps"]))

A busy moment answers 503 with a short Retry-After; the client waits and retries for you.

The change feed keeps a local copy current. Give iter_changes the changed_at of the newest row you stored last time and it yields every match that changed since, oldest change first:

from datetime import datetime, timedelta, timezone

since = datetime.now(timezone.utc) - timedelta(hours=1)
newest = since.isoformat()
for match in client.matches.iter_changes(since):
    newest = match["changed_at"]  # rows arrive in changed_at order
    print(match["id"], match["status"])
# Store `newest`; it is the `since` for the next run.

It starts ten minutes before since (overlap=) because a row can become visible shortly after the changed_at it carries, and drops the repeats this causes. A quiet hour costs one request. matches.history(match) and matches.iter_history(match) show what each of those changes was.

Errors

Every error is an EsportsOddsError. A reply with an error status raises an ApiError subclass; branch on the class, or on error.code, never on error.message.

Exception API code Status Retried automatically
AuthenticationError missing_api_key, invalid_api_key, unauthorized 401 No
PermissionDeniedError forbidden, sandbox_scope 403 No
NotFoundError not_found, unknown_game 404 No
NotFoundError match_merged 308 No: a match id retired by a merge; store the surviving id from err.headers.get("x-merged-into")
InvalidRequestError invalid_parameter 400 No
InvalidCursorError invalid_cursor 400 No: start the walk again from the first page
ConflictError conflict 409 No
RateLimitError rate_limited 429 Yes, after the Retry-After the API sends
QuotaExceededError quota_exceeded 429 Never: nothing changes until the month resets
QuotaExceededError sandbox_quota_exceeded 429 Never: a sandbox key's allowance does not reset
QuotaExceededError sample_quota_exceeded 429 Never: the public sample key's daily allowance resets at 00:00 UTC
QuotaExceededError bulk_quota_exceeded 429 Never: a plan's monthly bulk-export allowance resets with the month; other calls still work
ServiceUnavailableError unavailable 503 Yes, after the Retry-After the API sends
ServerError internal_error 500 Yes, but at most twice
ApiError any other other Only 502 and 504
TransportError none: the request never got an answer none Yes, with backoff
InvalidResponseError none: the reply was not the shape the API documents 2xx No

An unknown path id is a 404 (NotFoundError), not a 400, and an unknown id on a sub-resource such as matches.maps(...) returns an empty page rather than an error.

An ApiError carries status, code, message, request_id, retry_after, headers and body. Quote request_id when you report a problem; it is also in client.last_response.request_id.

from esportsodds import QuotaExceededError, RateLimitError

try:
    client.matches.get("00000000-0000-7000-8000-000000000001")
except QuotaExceededError as error:
    print("out of requests until", error.reset_at)
except RateLimitError as error:
    print("slow down; retry in", error.retry_after, "seconds")

Rate limits and retries

Two limits apply: a per-key token bucket (20 requests a second sustained, bursts of 100) and the monthly allowance of 50,000 requests per account, shared by all of an account's keys. After every call, client.last_response.rate_limit has the budget the API reported:

info = client.last_response  # None until the first call has been made
if info is not None:
    budget = info.rate_limit
    print(budget.quota_remaining, "of", budget.quota_limit, "left; resets", budget.quota_reset)

The client retries only what is safe to retry, up to max_retries times (3 by default), and logs each retry at INFO on the esportsodds logger:

  • A 429 rate_limited or 503 waits the Retry-After the API sent, plus up to half a second of jitter. A wait longer than a minute is raised instead of slept through.
  • A 502 or 504 and a network failure back off from half a second, doubling, up to eight seconds, with jitter.
  • A 500 is retried at most twice however high max_retries is: the API counts it against your allowance, so each retry spends a request you are paying for.
  • A 429 quota_exceeded is never retried, and nothing else is.

Polling is rarely the cheapest design: the change feed and the WebSocket cost far fewer requests. The request budget guide has the numbers.

WebSocket (match updates)

The WebSocket pushes score and odds changes for the matches you subscribe to, and it costs no requests: neither the ticket, nor the connection, nor the messages count against your allowance. Updates arrive when our own collection sees a change, so the socket removes your polling delay but cannot make the data newer than that collection; the guide linked below lists the typical ages.

This package does not open sockets itself (that would need a dependency). It mints the ticket and builds the address; any WebSocket library connects, for example websockets (pip install websockets):

import asyncio
import json

import websockets

from esportsodds import Client

client = Client()


async def watch(match_ids: list[str]) -> None:
    ticket = await asyncio.to_thread(client.ws_token)
    async with websockets.connect(client.ws_url(ticket)) as socket:
        await socket.send(json.dumps({"type": "subscribe", "data": {"match_ids": match_ids}}))
        async for raw in socket:
            frame = json.loads(raw)
            if frame["type"] in ("snapshot", "update"):
                print(frame["match_id"], frame["seq"], frame["type"])


asyncio.run(watch(["00000000-0000-7000-8000-000000000001"]))
  • A ticket lasts 60 seconds and is not single-use, so a retry inside that window can reuse it; mint a new one once it has expired. Your key never appears in the socket address.
  • A snapshot is the full current state of a match and an update is a change. seq counts up per match; if one is skipped, subscribe to that match again to get a fresh snapshot.
  • Reconnect with exponential backoff and jitter, and re-send your subscribe. There is no replay.
  • A key may hold five connections at once, so subscribe to many matches on one connection.
  • The server pings every 54 seconds; websockets answers for you.

The WebSocket guide lists every frame type.

AI assistants (MCP)

The package includes an MCP (Model Context Protocol) server, so an AI assistant such as Claude or Cursor can answer questions from the API: a team's recent form, the vetoes of a match, a player's career figures. It runs on your machine, reads ESPORTSODDS_API_KEY and only reads data. Each tool call is one request against your allowance, and the list tools ask for 20 rows unless the assistant sets limit.

Add it to your MCP client's configuration (Claude Desktop: claude_desktop_config.json; Cursor: ~/.cursor/mcp.json). With uv installed, uvx fetches the package itself, so there is nothing else to set up:

{
  "mcpServers": {
    "esportsodds": {
      "command": "uvx",
      "args": ["esportsodds", "mcp"],
      "env": {"ESPORTSODDS_API_KEY": "eo_live_..."}
    }
  }
}

Or pip install esportsodds and use esportsodds-mcp as the command, with no args (give its full path, from which esportsodds-mcp, if the client cannot find it). In Claude Code:

claude mcp add --transport stdio --env ESPORTSODDS_API_KEY="$ESPORTSODDS_API_KEY" esportsodds -- uvx esportsodds mcp

The tools are matches_list, matches_get, matches_maps, matches_stats, matches_vetoes, matches_rounds, matches_lineups, odds_list, teams_list, teams_get, teams_h2h, teams_form, teams_maps, teams_results, teams_players, tournaments_list, tournaments_get, tournaments_teams, players_list, players_get, players_career, players_matches, rankings_list and maps_list. Each is one row of the methods table above, with that method's arguments, and the server answers clients of every MCP revision from 2024-11-05 to 2026-07-28.

Examples

The examples/ folder has runnable scripts. Each reads ESPORTSODDS_API_KEY.

Script What it does
quickstart.py The quickstart above.
upcoming_with_odds.py Upcoming matches with their current market line.
team_report.py A team's form, head-to-head record and ratings.
backfill_matches.py A resumable bulk pull of completed matches to a JSON Lines file.
follow_changes.py Keeps a local file current from the change feed.
handle_errors.py Reading the budget and handling each kind of error.
watch_matches.py Match updates over the WebSocket.

FAQ

Is this an official API? No. It is not an official HLTV/Valve API, and esportsodds.gg is not affiliated with or endorsed by Valve or any stats site.

Why not scrape? Scraping breaks whenever a page changes and many sites forbid it. With this API you build without scraping HLTV or anyone else: you call stable, documented endpoints instead.

Is there a free tier? No. There is no free tier and no trial; the plan is $49 a month for 50,000 requests, paid up front. The public demo shows real responses without an account.

What does a call cost? One request against the 50,000, whatever it returns. A bulk page, which carries up to 25 matches with their detail, is also one request. A walker (iter, pages, iter_bulk, iter_changes) costs one request per page it fetches. The WebSocket costs none.

Does it work with asyncio? The client is synchronous and safe to share between threads. From async code, run a call in a thread:

matches = await asyncio.to_thread(client.matches.list, status="scheduled", limit=10)

Can I use another HTTP library? Yes. Pass transport= any object with a send(TransportRequest) -> TransportResponse method. To go through a proxy with the default transport, pass UrllibTransport(proxies={"https": "http://proxy.example:3128"}).

Which games are supported? CS2 (game="cs2"). The game argument exists for later titles.

Is it typed? Yes: the package ships py.typed and passes mypy --strict. Responses are plain dicts, so they are dict[str, Any].

Where do I report a bug in this client? In this repository's issues. Questions about your account, billing or the data go through esportsodds.gg.

Licence

The code in this repository is released under the MIT licence. The licence covers this client, not the data it fetches: the data is licensed to you under sections 4 and 5 of the Terms of Service, which allow you to build on it for your own purposes and do not allow redistributing it.

Counter-Strike and CS2 are trademarks of Valve Corporation. esportsodds.gg is independent and is not affiliated with, endorsed by or sponsored by Valve.

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