-_-GGWP

South Korea
21 matches tracked
Last updated:

How does -_-GGWP play?

Rating 0.98 K/R 0.69 ADR 72.8 from 21 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 49%
0.98
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.26 ConsistencyShare of matches with a rating of 0.90 or higher. 62%
Rating distribution from 21 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 14% good 1.10 to 1.29 14% normal 0.90 to 1.09 33% weak 0.75 to 0.89 14% very weak below 0.75 24%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 6 average. Rarely on the AWP.
ClutcherRifler
better than most on level 6 about average weaker than most
Level 6

Compared with 866 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 7% of rounds and so well below the average (10%).

Rounds with first kill 7%−3 pp · Ø 10% better than 10%
Opening duels won 47%−3 pp · Ø 50% better than 29%

Clutch

Strength
Last one alive

29% of 1v2s won and so clearly above the average (22%).

Clutch 1v1 won 35%−4 pp · Ø 39% better than 37%
Clutch 1v2 won 29%+7 pp · Ø 22% better than 91%
Clutch kills per match 2.2+0.5 · Ø 1.7 better than 90%

Weapons and aim

Average
Where do the kills come from?

37% headshots and so well below the average (45%).

Headshot rate 37%−8 pp · Ø 45% better than 11%
AWP share of kills 1%−9 pp · Ø 10% better than 6%
K/D 0.99−0.01 · Ø 1.00 better than 60%
Pistol kills per match 2.4

Impact

Average
Damage and big rounds

Exactly 2 kills in 10.2% of rounds and so well below the average (13.0%).

2K rounds 10.2%−2.8 pp · Ø 13.0% better than 3%
3K rounds 3.4%−0.5 pp · Ø 3.9% better than 35%
MVPs per match 2.1−0.1 · Ø 2.2 better than 46%
4Ks and aces 4x 4K, 1 ace in 21 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 70% of rounds and so clearly below the average (72%). Lower is better.

Utility hit rate 29%−6 pp · Ø 35% better than 16%
Utility damage per round 3.7−0.4 · Ø 4.1 better than 45%
Enemies flashed per round 0.24−0.02 · Ø 0.26 better than 49%
Deaths per round 70%−2 pp · Ø 72% better than 85%

Patterns

Soon this shows where -_-GGWP loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Inferno with 5 of 20.

Records and milestones

from recorded matches
  1. Longest win streak: 5 wins in a row · Mirage
  2. Highest rating in a match: 1.47 · Inferno
  3. Most kills in a match: 25 · Inferno

Maps in detail

from the last 21 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
Inferno5
100% -
0.76 -
73.7 -
1.19-
56% of 18 duels -
67% of 3 situations -
Ancient4
75% -
0.67 -
68.3 -
1.00-
67% of 6 duels -
50% of 2 situations -
Mirage4
75% -
0.77 -
84.0 -
1.03-
47% of 17 duels -
25% of 4 situations -
Dust 23
67% -
0.46 -
59.0 -
0.64-
20% of 10 duels -
0% of 1 situations -

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

How -_-GGWP plays

Across 21 matches -_-GGWP averages K/R 0.69, ADR 72.8 and a rating of 0.98. Biggest strength: Deaths per round at just 70% (lower is better), better than 85% of level 6 players. Most room to improve: Rounds with first kill at 7%, better than only 10% of level 6 players. Averages 16.5 kills per match with 37% headshots. In 6 of 21 matches the rating was 1.10 or higher (29%), in 8 it was below 0.90. In 21 matches with detailed stats: 4 4Ks and 1 ace.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 6): 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.