-Yakuzo

Portugal
On FACEIT since 2019 178 matches tracked 12 matches in 30 days
Last updated:

How does -Yakuzo play?

Rating 1.06 (from 128 matches) K/R 0.75 ADR 76.9 from 178 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 59%
1.06
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.37 ConsistencyShare of matches with a rating of 0.90 or higher. 61%
Rating distribution from 128 matches
outstanding 1.80 and up 2% strong 1.30 to 1.79 23% good 1.10 to 1.29 19% normal 0.90 to 1.09 16% weak 0.75 to 0.89 21% very weak below 0.75 18%
Player type
Gets the frags with the AWP
Far more AWP kills than the level 10 · 2,250-2,499 ELO average. More 4Ks and aces per 100 rounds than the level 10 · 2,250-2,499 ELO average. More first kills per match than the level 10 · 2,250-2,499 ELO average.
AWPerMulti-killsEntry
better than most on level 10 · 2,250-2,499 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (106 matches).

2,250-2,499 ELO

Compared with 2,406 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

57% of opening duels won and so well above the average (51%).

Rounds with first kill 13%+2 pp · Ø 11% better than 84%
Opening duels won 57%+6 pp · Ø 51% better than 87%

Clutch

Average
Last one alive

33% of 1v1s won and so clearly below the average (39%).

Clutch 1v1 won 33%−6 pp · Ø 39% better than 22%
Clutch 1v2 won 20%−1 pp · Ø 21% better than 40%
Clutch kills per match 1.5−0.2 · Ø 1.7 better than 37%

Weapons and aim

Average
Where do the kills come from?

47% headshots and so clearly below the average (50%).

Headshot rate 47%−3 pp · Ø 50% better than 30%
AWP share of kills 28%+16 pp · Ø 12% better than 95%
K/D 1.07+0.03 · Ø 1.04 better than 61%
Pistol kills per match 2.6
Knife kills 10 in 178 matches

Impact

Average
Damage and big rounds

Exactly 3 kills in 3.4% of rounds and so clearly below the average (4.2%).

2K rounds 14.2%+0.7 pp · Ø 13.5% better than 67%
3K rounds 3.4%−0.8 pp · Ø 4.2% better than 18%
MVPs per match 2.2−0.1 · Ø 2.3 better than 33%
4Ks and aces 26x 4K, 1 ace in 106 matches

Utility and deaths

Average
Nades, flashes and deaths

0.44 enemies flashed per round and so well above the average (0.30).

Utility hit rate 32%−3 pp · Ø 35% better than 29%
Utility damage per round 3.4−0.8 · Ø 4.2 better than 31%
Enemies flashed per round 0.44+0.14 · Ø 0.30 better than 85%
Deaths per round 69%−3 pp · Ø 72% better than 77%

Progress

One value per month, dashed line is the level 10 · 2,250-2,499 ELO average
▲ Improved
K/R +0.04, Rating +0.08, Headshots +4 pp, Win rate +9 pp
= Stayed the same
ADR at 77.8, ELO at 2,292
▼ Got worse
Nothing clear

Sep to Nov 2026 compared with Mar to May 2026.

Kills per round (K/R)

0.69
MarAprMayJunJulAugSepOctNov

Best month: June 2026 with 0.85. Last 3 months: 0.76 (at the start 0.72). Just above the average (0.74).

Patterns

From the last 178 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

In match 3 of the day +25 ELO
26 matches · 35% win rate
On Saturdays +30 ELO, win rate 43%

-Yakuzo loses the most ELO in match 3 of the day: +25 ELO, 35% win rate

Records and milestones

from recorded matches
  1. Highest rating in a match: 2.14 · Mirage
  2. Recorded match no. 100 · Nuke
  3. Reached level 10 · Ancient
  4. Longest win streak: 6 wins in a row · Dust 2
  5. Most kills in a match: 33 · Ancient

Maps in detail

from the last 178 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
Mirage58
47% better than 30%
0.76 better than 59%
78.4 better than 36%
1.08 better than 66%
58% of 226 duels better than 84%
15% of 13 situations better than 4%
Dust 235
57% better than 68%
0.75 better than 55%
77.4 better than 32%
1.11 better than 72%
63% of 112 duels better than 95%
40% of 10 situations better than 56%
Ancient34
47% better than 32%
0.74 better than 46%
77.5 better than 28%
1.03 right on the average
56% of 93 duels better than 73%
40% of 15 situations better than 55%
Inferno26
65% better than 83%
0.77 better than 54%
77.7 better than 22%
1.11 better than 63%
57% of 72 duels better than 68%
57% of 14 situations better than 89%
Anubis9
22% -
0.69 -
75.0 -
0.92-
55% of 42 duels -
0% of 4 situations -
Cache9
44% -
0.63 -
67.4 -
0.91-
52% of 48 duels -
0% of 6 situations -
Nuke5
40% -
0.68 -
66.8 -
1.07-
50% of 18 duels -
25% of 4 situations -

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

How -Yakuzo plays

Across 178 matches -Yakuzo averages K/R 0.75 and ADR 76.9; the rating across the 128 rated matches is 1.06. Biggest strength: Opening duels won at 57%, better than 87% of level 10 · 2,250-2,499 ELO players. Most room to improve: 3K rounds at 3.4%, better than only 18% of level 10 · 2,250-2,499 ELO players. Averages 15.8 kills per match with 47% headshots. The strongest map is Inferno with a 65% win rate in 26 matches. In 57 of 128 matches the rating was 1.10 or higher (45%), in 50 it was below 0.90. In 106 matches with detailed stats: 26 4Ks and 1 ace. Best month by rating: June 2026 at 1.22. -Yakuzo loses the most ELO in match 3 of the day (+25 ELO, win rate 35%). Things go best in match 1 of the day (+86 ELO, win rate 58%). Match no. 1 of the day goes best: 58% win rate, +86 ELO. Improved over the last three months: K/R +0.04, Rating +0.08, Headshots +4 pp, Win rate +9 pp. Unchanged in recent months: ADR at 77.8, ELO at 2,292. Last 30 days: 12 matches, win rate 42%, net ELO −52.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,250-2,499 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
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.