-Dissonance
Name history of -Dissonance
Periods based on our observations - a change may have happened a little earlier. The oldest name was already in use before our records began.
How does -Dissonance play?
Compared with 1,836 players in this group, each player over up to their last 100 matches.
Opening
AverageFirst kill in 7% of rounds and so well below the average (10%).
Clutch
Strength2.5 clutch kills per match and so well above the average (1.7).
Weapons and aim
Average1.06 K/D and so just above the average (1.03).
Impact
WeaknessExactly 2 kills in 11.8% of rounds and so clearly below the average (13.4%).
Utility and deaths
StrengthDied in 65% of rounds and so well below the average (72%). Lower is better.
Patterns
From the last 60 matches, each row based on 20+ matches. Times are Berlin time.Where does the ELO go?
-Dissonance loses the most ELO on Dust 2: −28 ELO, 67% win rate
Records and milestones
from recorded matches- Longest win streak: 9 wins in a row · Dust 2
- Highest rating in a match: 1.82 · Mirage
- Most kills in a match: 33 · Dust 2
Maps in detail
from the last 60 matchesCompared with players on the same level who have at least 15 matches on the map.
How -Dissonance plays
Across 60 matches -Dissonance averages K/R 0.69, ADR 77.5 and a rating of 1.02. Biggest strength: Deaths per round at just 65% (lower is better), better than 98% of level 10 · 2,001-2,249 ELO players. Most room to improve: Rounds with first kill at 7%, better than only 8% of level 10 · 2,001-2,249 ELO players. Averages 15.4 kills per match with 49% headshots. The strongest map is Dust 2 with a 67% win rate in 21 matches. In 23 of 60 matches the rating was 1.10 or higher (38%), in 23 it was below 0.90. In 60 matches with detailed stats: 11 4Ks and 1 ace. -Dissonance loses the most ELO on Dust 2 (−28 ELO, win rate 67%). Last 30 days: 60 matches, win rate 63%, net ELO −20.
How to read the numbers
Each value is compared with players on the same FACEIT level (here level 10 · 2,001-2,249 ELO): better than 30% means 30% of them are weaker, Top 12% means better than 88%. Green means better than 75% with a clear gap to the average, red the reverse at 25% or below, otherwise gray. A comparison needs at least 20 matches in the period. If a level has too few players, neighboring levels count too.
pp stands for percentage points, the difference between two percentages: +4 pp means, for example, 52% against an average of 48%. Every difference has as many decimals as the value itself.
- Rounds with first kill
- Share of rounds where the player gets the first kill.
- Opening duels won
- Share of opening duels won.
- Clutch 1v1 won
- Share of 1v1 situations won.
- Clutch 1v2 won
- Share of 1v2 situations won.
- Clutch kills per match
- Kills as the last one alive, per match on average.
- Headshot rate
- Share of kills that were headshots.
- AWP share of kills
- K/D
- Kills per death across all matches in the period.
- 2K rounds
- Share of rounds with exactly 2 kills.
- 3K rounds
- Share of rounds with exactly 3 kills.
- MVPs per match
- Round MVPs per match on average.
- Utility hit rate
- Share of nades that deal damage or blind an enemy.
- Utility damage per round
- HE and molly damage per round.
- Enemies flashed per round
- Enemies flashed per round on average.
- Deaths per round
- Share of rounds the player dies in. Lower is better.
- Spread
- How much the rating swings from match to match. The smaller, the more consistent.
- Consistency
- Share of matches with a rating of 0.90 or higher.
- Pistol kills per match
- Pistol kills per match on average. No comparison with other players.