-Tikku

KG
109 matches tracked
Last updated:

How does -Tikku play?

Rating 1.01 K/R 0.73 ADR 80.4 from 109 matches
RatingCalculated with the HLTV Rating 1.0 formula from kills, deaths and multi-kills per round. 1.00 is an average match.
better than 52%
1.01
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.32 ConsistencyShare of matches with a rating of 0.90 or higher. 64%
Rating distribution from 109 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 19% good 1.10 to 1.29 17% normal 0.90 to 1.09 28% weak 0.75 to 0.89 14% very weak below 0.75 22%
better than most on level 8 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (82 matches).

Level 8

Compared with 1,493 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

55% of opening duels won and so clearly above the average (51%).

Rounds with first kill 11%+1 pp · Ø 10% better than 64%
Opening duels won 55%+4 pp · Ø 51% better than 85%

Clutch

Average
Last one alive

17% of 1v2s won and so slightly below the average (21%).

Clutch 1v1 won 34%−5 pp · Ø 39% better than 28%
Clutch 1v2 won 17%−4 pp · Ø 21% better than 22%
Clutch kills per match 1.5−0.2 · Ø 1.7 better than 39%

Weapons and aim

Average
Where do the kills come from?

1.01 K/D and so just below the average (1.02).

Headshot rate 47%−1 pp · Ø 48% better than 49%
AWP share of kills 13%+3 pp · Ø 10% better than 67%
K/D 1.01−0.01 · Ø 1.02 better than 55%
Pistol kills per match 2.5

Impact

Average
Damage and big rounds

2.0 MVPs per match and so well below the average (2.3).

2K rounds 13.7%+0.5 pp · Ø 13.2% better than 64%
3K rounds 3.7%−0.3 pp · Ø 4.0% better than 39%
MVPs per match 2.0−0.3 · Ø 2.3 better than 21%
4Ks and aces 13x 4K, 2 aces in 82 matches

Utility and deaths

Average
Nades, flashes and deaths

32% of nades dealing damage or blinding and so clearly below the average (35%).

Utility hit rate 32%−3 pp · Ø 35% better than 30%
Utility damage per round 3.6−0.6 · Ø 4.2 better than 36%
Enemies flashed per round 0.30+0.03 · Ø 0.27 better than 59%
Deaths per round 73%+1 pp · Ø 72% better than 43%

Progress

One value per month, dashed line is the level 8 average
▲ Improved
K/R +0.05, Rating +0.06, ADR +6.7, Headshots +4 pp, Win rate +7 pp
= Stayed the same
Nothing clear
▼ Got worse
Nothing clear

Aug to Sep 2026 compared with Jul 2026.

Kills per round (K/R)

0.76
MayJunJulAugSepOct

Best month: September 2026 with 0.76. Last 3 months: 0.75 (at the start 0.70). Just above the average (0.73).

Patterns

From the last 109 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Mirage −126 ELO
24 matches · 33% win rate
On Anubis −24 ELO
21 matches · 38% win rate
Between 12:00 and 18:00 −158 ELO, win rate 34%
On Fridays −50 ELO, win rate 37%

-Tikku loses the most ELO on Mirage: −126 ELO, 33% win rate

Records and milestones

from recorded matches
  1. Highest rating in a match: 1.70 · Inferno
  2. Most kills in a match: 36 · Ancient
  3. Longest win streak: 3 wins in a row · Cache

Maps in detail

from the last 109 matches
MapMatchesWin rateShare of matches won in the period.K/RKills per round: kills divided by rounds played.ADRDamage per round across every round in the period.RatingEntry1v1
Ancient24
50% better than 46%
0.74 better than 57%
82.1 better than 61%
1.00 right on the average
54% of 89 duels better than 68%
43% of 21 situations better than 67%
Mirage24
33% better than 6%
0.71 better than 43%
75.9 better than 28%
0.96 better than 32%
47% of 116 duels better than 31%
33% of 12 situations better than 38%
Anubis21
38% better than 10%
0.77 better than 69%
84.0 better than 69%
1.08 better than 72%
56% of 94 duels better than 78%
17% of 12 situations better than 8%
Cache13
46% -
0.72 -
83.1 -
0.98-
48% of 46 duels -
25% of 4 situations -
Nuke13
38% -
0.70 -
78.2 -
0.94-
66% of 58 duels -
50% of 6 situations -
Inferno10
50% -
0.76 -
78.4 -
1.10-
55% of 47 duels -
50% of 4 situations -

Compared with players on the same level who have at least 15 matches on the map.

How -Tikku plays

Across 109 matches -Tikku averages K/R 0.73, ADR 80.4 and a rating of 1.01. Biggest strength: Opening duels won at 55%, better than 85% of level 8 players. Averages 16.6 kills per match with 47% headshots. The strongest map is Ancient with a 50% win rate in 24 matches. In 39 of 109 matches the rating was 1.10 or higher (36%), in 39 it was below 0.90. In 82 matches with detailed stats: 13 4Ks and 2 aces. Best month by rating: September 2026 at 1.03. -Tikku loses the most ELO on Mirage (−126 ELO, win rate 33%). Things go best on Ancient (+24 ELO, win rate 50%). From match no. 5 of the day on, things go best: 51% win rate, −24 ELO. Improved over the last three months: K/R +0.05, Rating +0.06, ADR +6.7, Headshots +4 pp, Win rate +7 pp.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 8): 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
Share of kills with the AWP, Scout or auto-sniper.
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.