Rating 3.0 The rating tells us if the player put up above or below average numbers, with 1.00 being the average
1.03
CT Rating
-0.61%
Round swing
Round swing How much, on average, a player changed their team's chances of winning a round based on team economy, side, kills, deaths, damage, trading, and flash assists.
Avg.
Okay
0.71
0.73
DPR
DPR Deaths per round
DPR
DPR (eco-adjusted) Deaths per round. Adjusted to compensate for economy.
Avg.
Okay
71.1%
69.8%
KAST
KAST Percentage of rounds in which the player either had a kill, assist, survived or was traded
KAST
KAST (eco-adjusted) Percentage of rounds in which the player either had a kill, assist, survived or was traded. Adjusted to compensate for economy.
Avg.
Okay
16.0%
1.03
Multi-kill
Multi-kill The percentage of rounds where this player posted 2 or more kills
MK rating
Multi-kill rating Rating of the player's ability to post two or more kills during a round. Adjusted to compensate for economy.
Avg.
Okay
71.1
70.6
ADR
ADR Average damage per round
ADR
ADR (eco-adjusted) Average damage per round. Adjusted to compensate for economy.
Avg.
Poor
0.67
0.67
KPR
KPR Kills per round
KPR
KPR (eco-adjusted) Kills per round. Adjusted to compensate for economy.
Avg.
Okay
Side:
Both Sides
CT Side
T Side
Stats per:
Round
24 rounds
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
49/100
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
32/100
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
64/100
Kills per round
0.67
Kills per round
0.65
Kills per round
0.69
Rounds with a kill
47.5%
Rounds with a kill
48.1%
Rounds with a kill
47.0%
Kills per round win
0.96
Kills per round win
0.98
Kills per round win
0.94
Rating 3.0
1.00
Rating 3.0
1.03
Rating 3.0
0.97
Damage per round
71.1
Damage per round
73.5
Damage per round
68.7
Rounds with a multi-kill
16.0%
Rounds with a multi-kill
14.7%
Rounds with a multi-kill
17.2%
Damage per round win
94.3
Damage per round win
98.0
Damage per round win
90.9
Pistol round rating
1.17
Pistol round rating
1.16
Pistol round rating
1.18
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
83/100
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
27/100
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
91/100
Saved by teammate per round
0.11
Saved by teammate per round
0.09
Saved by teammate per round
0.14
Traded deaths per round
0.17
Traded deaths per round
0.10
Traded deaths per round
0.24
Traded deaths percentage
24.2%
Traded deaths percentage
15.5%
Traded deaths percentage
31.4%
Opening deaths traded percentage
37.0%
Opening deaths traded percentage
0.0%
Opening deaths traded percentage
50.0%
Assists per round
0.14
Assists per round
0.16
Assists per round
0.12
Support rounds
14.8%
Support rounds
20.2%
Support rounds
9.7%
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
77/100
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
48/100
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
84/100
Saved teammate per round
0.11
Saved teammate per round
0.09
Saved teammate per round
0.13
Trade kills per round
0.17
Trade kills per round
0.12
Trade kills per round
0.22
Trade kills percentage
25.0%
Trade kills percentage
17.9%
Trade kills percentage
31.5%
Assisted kills percentage
27.3%
Assisted kills percentage
19.0%
Assisted kills percentage
34.8%
Damage per kill
106
Damage per kill
113
Damage per kill
100
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
10/100
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
16/100
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
21/100
Opening kills per round
0.06
Opening kills per round
0.07
Opening kills per round
0.05
Opening deaths per round
0.10
Opening deaths per round
0.05
Opening deaths per round
0.15
Opening attempts
16.3%
Opening attempts
12.4%
Opening attempts
20.1%
Opening success
37.2%
Opening success
56.2%
Opening success
25.9%
Win% after opening kill
56.2%
Win% after opening kill
55.6%
Win% after opening kill
57.1%
Attacks per round
2.58
Attacks per round
2.94
Attacks per round
2.24
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
83/100
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
91/100
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
56/100
Clutch points per round
0.04
Clutch points per round
0.05
Clutch points per round
0.03
Last alive percentage
11.4%
Last alive percentage
10.9%
Last alive percentage
11.9%
1on1 win percentage
100.0%
1on1 win percentage
100.0%
1on1 win percentage
100.0%
Time alive per round
1m 5s
Time alive per round
1m 8s
Time alive per round
1m 3s
Saves per round loss
2.2%
Saves per round loss
4.5%
Saves per round loss
0.0%
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
0/100
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
0/100
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
0/100
Sniper kills per round
0.00
Sniper kills per round
0.01
Sniper kills per round
0.00
Sniper kills percentage
0.6%
Sniper kills percentage
1.2%
Sniper kills percentage
0.0%
Rounds with sniper kills percentage
0.4%
Rounds with sniper kills percentage
0.8%
Rounds with sniper kills percentage
-
Sniper multi-kill rounds
0.0
Sniper multi-kill rounds
0.0
Sniper multi-kill rounds
0.0
Sniper opening kills per round
0.0
Sniper opening kills per round
0.0
Sniper opening kills per round
0.0
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.
36/100
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.
44/100
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.
27/100
Utility damage per round
3.93
Utility damage per round
5.44
Utility damage per round
2.47
Utility kills per 100 rounds
0.38
Utility kills per 100 rounds
0.78
Utility kills per 100 rounds
0.0
Flashes thrown per round
0.46
Flashes thrown per round
0.37
Flashes thrown per round
0.54
Flash assists per round
0.03
Flash assists per round
0.04
Flash assists per round
0.02
Time opponent flashed per round
1.55
Time opponent flashed per round
1.87
Time opponent flashed per round
1.33
Statistics
Total kills176
Headshot %59.7%
Total deaths186
K/D Ratio0.95
Damage / Round71.1
Grenade dmg / Round3.9
Maps played12
Rounds played263
Kills / round0.67
Assists / round0.14
Deaths / round0.71
Saved by teammate / round0.11
Saved teammates / round0.11
Impact rating0.90
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Form in filter
Sliding window of rating 1.0 for matches in the past 3 months - 1 day increments