-invisible-
Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (34 matches).
Compared with 708 players in this group, each player over up to their last 100 matches.
Opening
WeaknessFirst kill in 4% of rounds and so well below the average (10%).
Clutch
Average12% of 1v2s won and so clearly below the average (21%).
Weapons and aim
Weakness0.88 K/D and so clearly below the average (0.98).
Impact
WeaknessExactly 2 kills in 10.5% of rounds and so well below the average (12.8%).
Utility and deaths
AverageDied in 70% of rounds and so clearly below the average (73%). Lower is better.
Progress
One value per month, dashed line is the level 5 averageKills per round (K/R)
Best month: July 2026 with 0.69.
Rating, 1.00 is an average match
Best month: July 2026 with 0.98.
Damage per round (ADR)
Best month: July 2026 with 75.0.
Share of headshot kills
Best month: July 2026 with 42%.
Matches won (win rate)
Best month: August 2026 with 80%.
Best month: September 2026 with 1,342.
Rounds with first kill
Best month: August 2026 with 4%.
1v1 clutches won
Best month: August 2026 with 60%.
Patterns
Records and milestones
from recorded matches- Most kills in a match: 26 · Dust 2
- Highest rating in a match: 1.58 · Ancient
- Longest win streak: 5 wins in a row · Mirage
Maps in detail
from the last 41 matchesCompared with players on the same level who have at least 15 matches on the map.
How -invisible- plays
Across 41 matches -invisible- averages K/R 0.62, ADR 70.7 and a rating of 0.88. Biggest strength: Deaths per round at just 70% (lower is better), better than 87% of level 5 players. Most room to improve: Opening duels won at 33%, better than only 1% of level 5 players. Averages 13.9 kills per match with 39% headshots. In 5 of 41 matches the rating was 1.10 or higher (12%), in 22 it was below 0.90. Best month by rating: July 2026 at 0.98. Last 30 days: 9 matches, win rate 44%, net ELO +16.
How to read the numbers
Each value is compared with players on the same FACEIT level (here level 5): 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.