-invisible-

Turkey
41 matches tracked
Last updated:

How does -invisible- play?

Rating 0.88 K/R 0.62 ADR 70.7 from 41 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 13%
0.88
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.24 ConsistencyShare of matches with a rating of 0.90 or higher. 46%
Rating distribution from 41 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 5% good 1.10 to 1.29 7% normal 0.90 to 1.09 34% weak 0.75 to 0.89 24% very weak below 0.75 29%
Player type
Rifler through and through
Rarely on the AWP.
Rifler
better than most on level 5 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (34 matches).

Level 5

Compared with 708 players in this group, each player over up to their last 100 matches.

Opening

Weakness
The first duels of the round

First kill in 4% of rounds and so well below the average (10%).

Rounds with first kill 4%−6 pp · Ø 10% better than 1%
Opening duels won 33%−17 pp · Ø 50% better than 1%

Clutch

Average
Last one alive

12% of 1v2s won and so clearly below the average (21%).

Clutch 1v1 won 39%+1 pp · Ø 38% better than 62%
Clutch 1v2 won 12%−9 pp · Ø 21% better than 6%
Clutch kills per match 1.4−0.3 · Ø 1.7 better than 33%

Weapons and aim

Weakness
Where do the kills come from?

0.88 K/D and so clearly below the average (0.98).

Headshot rate 39%−5 pp · Ø 44% better than 22%
AWP share of kills 6%−5 pp · Ø 11% better than 39%
K/D 0.88−0.10 · Ø 0.98 better than 18%
Pistol kills per match 2.1

Impact

Weakness
Damage and big rounds

Exactly 2 kills in 10.5% of rounds and so well below the average (12.8%).

2K rounds 10.5%−2.3 pp · Ø 12.8% better than 7%
3K rounds 3.0%−0.9 pp · Ø 3.9% better than 19%
MVPs per match 2.20.0 · Ø 2.2 right on the average
4Ks and aces 0x 4K, 0 aces in 34 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 70% of rounds and so clearly below the average (73%). Lower is better.

Utility hit rate 32%−3 pp · Ø 35% better than 34%
Utility damage per round 3.7−0.2 · Ø 3.9 better than 46%
Enemies flashed per round 0.20−0.04 · Ø 0.24 better than 39%
Deaths per round 70%−3 pp · Ø 73% better than 87%

Progress

One value per month, dashed line is the level 5 average
Whether -invisible- is improving shows up here once there are enough matches to compare: 20 each in the last 3 months and in the time before. So far: 34 matches from the last 3 months and 7 before.

Kills per round (K/R)

0.60
JulAugSepOct

Best month: July 2026 with 0.69.

Patterns

Soon this shows where -invisible- loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Dust 2 with 15 of 20.

Records and milestones

from recorded matches
  1. Most kills in a match: 26 · Dust 2
  2. Highest rating in a match: 1.58 · Ancient
  3. Longest win streak: 5 wins in a row · Mirage

Maps in detail

from the last 41 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
Dust 215
60% better than 82%
0.64 better than 19%
71.4 better than 17%
0.92 better than 29%
40% of 53 duels better than 9%
56% of 9 situations better than 92%
Ancient8
75% -
0.66 -
75.7 -
0.92-
38% of 16 duels -
50% of 4 situations -
Inferno6
33% -
0.57 -
64.4 -
0.90-
20% of 5 duels -
67% of 3 situations -
Mirage6
67% -
0.56 -
65.4 -
0.75-
31% of 13 duels -
0% of 2 situations -
Anubis3
33% -
0.68 -
74.6 -
0.93-
46% of 13 duels -
0% of 2 situations -

Compared 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
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.