4ToTo9

GE
350 matches tracked 104 matches in 30 days
Last updated:

How does 4ToTo9 play?

Rating 0.92 K/R 0.71 ADR 84.7 from 350 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 22%
0.92
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.35 ConsistencyShare of matches with a rating of 0.90 or higher. 48%
Rating distribution from 350 matches
outstanding 1.80 and up 1% strong 1.30 to 1.79 13% good 1.10 to 1.29 16% normal 0.90 to 1.09 18% weak 0.75 to 0.89 20% very weak below 0.75 33%
Player type
Goes in first and opens the round
More first kills per match than the level 6 average. Higher headshot rate than the level 6 average. Rarely on the AWP.
EntryHeadshotsRifler
better than most on level 6 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (290 matches).

Level 6

Compared with 931 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 19% of rounds and so well above the average (10%).

Rounds with first kill 19%+9 pp · Ø 10% better than 99%
Opening duels won 46%−4 pp · Ø 50% better than 22%

Clutch

Weakness
Last one alive

0.7 clutch kills per match and so well below the average (1.6).

Clutch 1v1 won 32%−6 pp · Ø 38% better than 22%
Clutch 1v2 won 22%0 pp · Ø 22% right on the average
Clutch kills per match 0.7−0.9 · Ø 1.6 better than 1%

Weapons and aim

Average
Where do the kills come from?

59% headshots and so well above the average (45%).

Headshot rate 59%+14 pp · Ø 45% better than 97%
AWP share of kills 5%−6 pp · Ø 11% better than 31%
K/D 0.85−0.14 · Ø 0.99 better than 9%
Pistol kills per match 1.9
Knife kills 13 in 350 matches

Impact

Average
Damage and big rounds

2.5 MVPs per match and so well above the average (2.2).

2K rounds 13.5%+0.4 pp · Ø 13.1% better than 67%
3K rounds 4.3%+0.5 pp · Ø 3.8% better than 72%
MVPs per match 2.5+0.3 · Ø 2.2 better than 86%
4Ks and aces 58x 4K, 4 aces in 290 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 83% of rounds and so well above the average (73%). Lower is better.

Utility hit rate 40%+4 pp · Ø 36% better than 82%
Utility damage per round 5.5+1.4 · Ø 4.1 better than 80%
Enemies flashed per round 0.34+0.08 · Ø 0.26 better than 73%
Deaths per round 83%+10 pp · Ø 73% better than 1%

Progress

One value per month, dashed line is the level 6 average
▲ Improved
Win rate +7 pp, ELO +385
= Stayed the same
K/R at 0.71, Rating at 0.92, ADR at 85.0, Headshots at 59%
▼ Got worse
Nothing clear

Aug to Oct 2026 compared with Jun to Jul 2026.

Kills per round (K/R)

0.70
MayJunJulAugSepOct

Best month: September 2026 with 0.75. Last 3 months: 0.71 (at the start 0.70). Just below the average (0.72).

Patterns

From the last 350 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Inferno −10 ELO
46 matches · 50% win rate
On Ancient −5 ELO
51 matches · 49% win rate
On Fridays +20 ELO, win rate 45%

4ToTo9 loses the most ELO on Inferno: −10 ELO, 50% win rate

Records and milestones

from recorded matches
  1. Highest rating in a match: 2.41 · Inferno
  2. Most kills in a match: 47 · Dust 2
  3. Longest win streak: 7 wins in a row · Anubis

Maps in detail

from the last 350 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 278
59% better than 82%
0.76 better than 75%
90.1 better than 94%
0.98 right on the average
47% of 724 duels better than 35%
43% of 21 situations better than 65%
Anubis74
53% better than 57%
0.72 better than 57%
87.5 better than 92%
0.92 better than 25%
46% of 710 duels better than 30%
25% of 24 situations better than 20%
Mirage70
43% better than 25%
0.65 better than 19%
77.1 better than 39%
0.85 better than 10%
43% of 608 duels better than 16%
29% of 21 situations better than 29%
Ancient51
49% better than 48%
0.69 better than 37%
81.4 better than 66%
0.88 better than 18%
46% of 504 duels better than 31%
38% of 21 situations right on the average
Inferno46
50% better than 46%
0.71 better than 53%
86.4 better than 85%
0.89 better than 21%
42% of 417 duels better than 13%
36% of 14 situations right on the average
Nuke19
47% better than 25%
0.73 right on the average
82.4 better than 60%
1.02 better than 54%
54% of 150 duels better than 72%
40% of 10 situations right on the average
Cache10
60% -
0.74 -
86.4 -
0.96-
47% of 88 duels -
50% of 4 situations -

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

How 4ToTo9 plays

Across 350 matches 4ToTo9 averages K/R 0.71, ADR 84.7 and a rating of 0.92. Biggest strength: Rounds with first kill at 19%, better than 99% of level 6 players. Most room to improve: Deaths per round at 83%, better than only 1% of level 6 players. Averages 15.7 kills per match with 59% headshots. The strongest map is Cache with a 60% win rate in 10 matches. In 105 of 350 matches the rating was 1.10 or higher (30%), in 183 it was below 0.90. In 290 matches with detailed stats: 58 4Ks and 4 aces. Best month by rating: September 2026 at 0.97. 4ToTo9 loses the most ELO on Inferno (−10 ELO, win rate 50%). Things go best on Mirage (+78 ELO, win rate 43%). Match no. 3 of the day goes best: 61% win rate, −33 ELO. Improved over the last three months: Win rate +7 pp, ELO +385. Unchanged in recent months: K/R at 0.71, Rating at 0.92, ADR at 85.0, Headshots at 59%. Last 30 days: 104 matches, win rate 52%, net ELO −32.

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.