Rating 3.0 The rating tells us if the player put up above or below average numbers, with 1.00 being the average
0.70
CT Rating
-4.30%
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.
Poor
0.87
0.90
DPR
DPR Deaths per round
DPR
DPR (eco-adjusted) Deaths per round. Adjusted to compensate for economy.
Avg.
Poor
53.5%
55.8%
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.
Poor
11.6%
0.96
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.
Poor
67.9
69.1
ADR
ADR Average damage per round
ADR
ADR (eco-adjusted) Average damage per round. Adjusted to compensate for economy.
Avg.
Poor
0.52
0.53
KPR
KPR Kills per round
KPR
KPR (eco-adjusted) Kills per round. Adjusted to compensate for economy.
Avg.
Poor
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.
13/100
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.
25/100
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.
11/100
Kills per round
0.52
Kills per round
0.62
Kills per round
0.44
Rounds with a kill
36.0%
Rounds with a kill
46.9%
Rounds with a kill
26.4%
Kills per round win
1.04
Kills per round win
1.00
Kills per round win
1.08
Rating 3.0
0.71
Rating 3.0
0.70
Rating 3.0
0.71
Damage per round
67.9
Damage per round
76.2
Damage per round
60.6
Rounds with a multi-kill
11.6%
Rounds with a multi-kill
11.1%
Rounds with a multi-kill
12.1%
Damage per round win
110.3
Damage per round win
105.8
Damage per round win
115.5
Pistol round rating
0.69
Pistol round rating
0.51
Pistol round rating
0.88
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.
53/100
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.
20/100
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.
72/100
Saved by teammate per round
0.12
Saved by teammate per round
0.06
Saved by teammate per round
0.18
Traded deaths per round
0.15
Traded deaths per round
0.11
Traded deaths per round
0.19
Traded deaths percentage
17.4%
Traded deaths percentage
13.0%
Traded deaths percentage
21.2%
Opening deaths traded percentage
17.9%
Opening deaths traded percentage
14.3%
Opening deaths traded percentage
21.4%
Assists per round
0.17
Assists per round
0.16
Assists per round
0.18
Support rounds
10.5%
Support rounds
6.2%
Support rounds
14.3%
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.
4/100
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.
21/100
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.
9/100
Saved teammate per round
0.06
Saved teammate per round
0.05
Saved teammate per round
0.08
Trade kills per round
0.08
Trade kills per round
0.10
Trade kills per round
0.05
Trade kills percentage
14.4%
Trade kills percentage
16.0%
Trade kills percentage
12.5%
Assisted kills percentage
18.9%
Assisted kills percentage
18.0%
Assisted kills percentage
20.0%
Damage per kill
130
Damage per kill
123
Damage per kill
138
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.
62/100
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.
54/100
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.
69/100
Opening kills per round
0.11
Opening kills per round
0.11
Opening kills per round
0.11
Opening deaths per round
0.16
Opening deaths per round
0.17
Opening deaths per round
0.15
Opening attempts
27.3%
Opening attempts
28.4%
Opening attempts
26.4%
Opening success
40.4%
Opening success
39.1%
Opening success
41.7%
Win% after opening kill
63.2%
Win% after opening kill
55.6%
Win% after opening kill
70.0%
Attacks per round
2.20
Attacks per round
2.32
Attacks per round
2.09
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.
29/100
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.
64/100
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.
8/100
Clutch points per round
0.01
Clutch points per round
0.02
Clutch points per round
0.0
Last alive percentage
11.0%
Last alive percentage
9.9%
Last alive percentage
12.1%
1on1 win percentage
50.0%
1on1 win percentage
100.0%
1on1 win percentage
0.0%
Time alive per round
0m 39s
Time alive per round
0m 39s
Time alive per round
0m 39s
Saves per round loss
1.7%
Saves per round loss
2.0%
Saves per round loss
1.5%
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.
18/100
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.
26/100
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.
8/100
Sniper kills per round
0.10
Sniper kills per round
0.17
Sniper kills per round
0.04
Sniper kills percentage
20.0%
Sniper kills percentage
28.0%
Sniper kills percentage
10.0%
Rounds with sniper kills percentage
5.8%
Rounds with sniper kills percentage
9.9%
Rounds with sniper kills percentage
2.2%
Sniper multi-kill rounds
0.01
Sniper multi-kill rounds
0.02
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.
38/100
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.
34/100
Utility damage per round
3.70
Utility damage per round
5.28
Utility damage per round
2.29
Utility kills per 100 rounds
1.74
Utility kills per 100 rounds
1.23
Utility kills per 100 rounds
2.20
Flashes thrown per round
0.42
Flashes thrown per round
0.31
Flashes thrown per round
0.49
Flash assists per round
0.02
Flash assists per round
0.02
Flash assists per round
0.02
Time opponent flashed per round
2.66
Time opponent flashed per round
3.41
Time opponent flashed per round
2.19
Statistics
Total kills90
Headshot %48.9%
Total deaths149
K/D Ratio0.60
Damage / Round67.9
Grenade dmg / Round3.7
Maps played9
Rounds played172
Kills / round0.52
Assists / round0.17
Deaths / round0.87
Saved by teammate / round0.12
Saved teammates / round0.06
Impact rating0.86
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Sliding window of rating 1.0 for matches in the past 3 months - 1 day increments