12asd-

KZ
21 matches tracked
Last updated:

How does 12asd- play?

Rating 1.08 K/R 0.80 ADR 85.3 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 66%
1.08
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.33 ConsistencyShare of matches with a rating of 0.90 or higher. 67%
Rating distribution from 21 matches
outstanding 1.80 and up 5% strong 1.30 to 1.79 14% good 1.10 to 1.29 29% normal 0.90 to 1.09 19% weak 0.75 to 0.89 29% very weak below 0.75 5%
Player type
Gets the frags with the AWP
Far more AWP kills than the level 10 · all ELO ranges average. More first kills per match than the level 10 · all ELO ranges average.
AWPerEntry
better than most on level 10 · all ELO ranges about average weaker than most
all ELO ranges

Compared with 2,141 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

60% of opening duels won and so well above the average (51%).

Rounds with first kill 15%+5 pp · Ø 10% better than 95%
Opening duels won 60%+9 pp · Ø 51% better than 96%

Clutch

Average
Last one alive

60% of 1v1s won and so well above the average (39%).

Clutch 1v1 won 60%+21 pp · Ø 39% better than 99%
Clutch 1v2 won 17%−4 pp · Ø 21% better than 22%
Clutch kills per match 1.0−0.7 · Ø 1.7 better than 4%

Weapons and aim

Average
Where do the kills come from?

45% headshots and so clearly below the average (50%).

Headshot rate 45%−5 pp · Ø 50% better than 21%
AWP share of kills 33%+22 pp · Ø 11% better than 98%
K/D 1.12+0.10 · Ø 1.02 better than 75%
Pistol kills per match 4.0
Knife kills 2 in 21 matches

Impact

Strength
Damage and big rounds

Exactly 2 kills in 15.6% of rounds and so well above the average (13.3%).

2K rounds 15.6%+2.3 pp · Ø 13.3% better than 89%
3K rounds 4.2%+0.1 pp · Ø 4.1% better than 52%
MVPs per match 2.7+0.4 · Ø 2.3 better than 85%
4Ks and aces 3x 4K, 0 aces in 21 matches

Utility and deaths

Weakness
Nades, flashes and deaths

24% of nades dealing damage or blinding and so well below the average (35%).

Utility hit rate 24%−11 pp · Ø 35% better than 2%
Utility damage per round 1.9−2.2 · Ø 4.1 better than 3%
Enemies flashed per round 0.18−0.12 · Ø 0.30 better than 19%
Deaths per round 72%0 pp · Ø 72% right on the average

Patterns

Soon this shows where 12asd- loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Mirage with 9 of 20.

Records and milestones

from recorded matches
  1. Longest win streak: 5 wins in a row · Ancient
  2. Most kills in a match: 45 · Mirage
  3. Highest rating in a match: 1.80 · Dust 2

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
Mirage9
78% -
0.82 -
91.2 -
1.12-
63% of 56 duels -
0% of 1 situations -
Dust 26
50% -
0.90 -
90.0 -
1.24-
53% of 40 duels -
100% of 2 situations -
Ancient3
67% -
0.58 -
60.6 -
0.79-
55% of 11 duels -
-

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

How 12asd- plays

Across 21 matches 12asd- averages K/R 0.80, ADR 85.3 and a rating of 1.08. Biggest strength: Clutch 1v1 won at 60%, better than 99% of level 10 · all ELO ranges players. Most room to improve: Utility hit rate at 24%, better than only 2% of level 10 · all ELO ranges players. Averages 19.3 kills per match with 45% headshots. In 10 of 21 matches the rating was 1.10 or higher (48%), in 7 it was below 0.90. In 21 matches with detailed stats: 3 4Ks and 0 aces.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · all ELO ranges): 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.