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: Bearerheader, never in a URL. It shows only the last four characters inrepr()and never puts the key in an error message or a log line. - It talks HTTPS only. Plain
http://is accepted forlocalhostand 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_limitedor503waits theRetry-Afterthe API sent, plus up to half a second of jitter. A wait longer than a minute is raised instead of slept through. - A
502or504and a network failure back off from half a second, doubling, up to eight seconds, with jitter. - A
500is retried at most twice however highmax_retriesis: the API counts it against your allowance, so each retry spends a request you are paying for. - A
429 quota_exceededis 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
snapshotis the full current state of a match and anupdateis a change.seqcounts up per match; if one is skipped, subscribe to that match again to get a freshsnapshot. - 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;
websocketsanswers 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.
Metadata
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