AJJZ-_

AR
216 matches tracked 52 matches in 30 days
Last updated:

How does AJJZ-_ play?

Rating 1.04 (from 135 matches) K/R 0.76 ADR 82.3 from 215 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 62% on level 9
1.04
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.37 ConsistencyShare of matches with a rating of 0.90 or higher. 61%
Rating distribution from 135 matches
outstanding 1.80 and up 3% strong 1.30 to 1.79 22% good 1.10 to 1.29 13% normal 0.90 to 1.09 23% weak 0.75 to 0.89 16% very weak below 0.75 23%
Player type
Goes in first and opens the round
More first kills per match than the level 9 average.
Entry
better than most on level 9 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (135 matches).

Compared with 1,682 players on level 9, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

AJJZ-_ wins 56 of 100 opening duels. 5 percentage points above the level 9 average (51%).

Rounds with first kill 13%+3 pp better than 85%
Opening duels won 56%+5 pp better than 88%

Clutch

Average
Last one alive

AJJZ-_ wins 17 of 100 1v2s. 4 percentage points below the level 9 average (21%).

Clutch 1v1 won 41%+3 pp better than 65%
Clutch 1v2 won 17%−4 pp better than 23%
Clutch kills per match 1.5−0.1 better than 38%

Weapons and aim

Average
Where do the kills come from?

1.03 kills per death. 0.02 above the level 9 average (1.01).

Headshot rate 48%0 pp on par
AWP share of kills 20%+10 pp better than 87%
K/D 1.03+0.02 better than 56%
Pistol kills per match 3.8
Knife kills 2 in 215 matches

Impact

Average
Damage and big rounds

AJJZ-_ gets exactly 2 kills in 14.3 of 100 rounds. 1.2 percentage points above the level 9 average (13.1%).

2K rounds 14.3%+1.2 pp better than 76%
3K rounds 3.8%−0.2 pp better than 41%
MVPs per match 2.3+0.1 better than 54%
4Ks and aces 27x 4K, 2 aces in 135 matches

Utility and deaths

Average
Nades, flashes and deaths

Averages 3.0 utility damage per round from HEs and mollies. 1.3 below the level 9 average (4.3).

Utility hit rate 31%−4 pp better than 23%
Utility damage per round 3.0−1.3 better than 19%
Enemies flashed per round 0.23−0.05 better than 36%
Deaths per round 73%+1 pp better than 40%

Progress

One value per month, dashed line is the level 9 average
▲ Improved
ELO +97
= Stayed the same
K/R at 0.76, ADR at 81.9, Win rate at 51%
▼ Got worse
Headshots −5 pp

Aug to Oct 2026 compared with Jul 2026.

Kills per round (K/R)

0.88
MayJunJulAugSepOct

Best month: October 2026 with 0.88. Last 3 months: 0.76 (at the start 0.75). 0.03 above the level 9 average (0.73).

Patterns

From the last 215 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

In match 3 of the day −102 ELO
40 matches · 45% win rate
On Dust 2 −48 ELO
49 matches · 59% win rate
On Mondays −72 ELO, win rate 35%

AJJZ-_ loses the most ELO in match 3 of the day: −102 ELO, 45% win rate

Records and milestones

from recorded matches
  1. Most kills in a match: 34 · Inferno
  2. Longest win streak: 6 wins in a row · Dust 2
  3. Highest rating in a match: 1.96 · Dust 2

Maps in detail

from the last 215 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
Mirage81
49% better than 44%
0.79 better than 77%
83.8 better than 70%
1.04 better than 59%
57% of 406 duels better than 84%
32% of 50 situations better than 32%
Dust 249
59% better than 76%
0.77 better than 70%
83.4 better than 67%
1.09 better than 74%
59% of 267 duels better than 90%
44% of 16 situations better than 67%
Nuke19
63% better than 71%
0.72 better than 36%
80.5 better than 45%
1.01-
56% of 91 duels better than 71%
29% of 17 situations better than 27%
Ancient18
44% better than 22%
0.70 better than 32%
76.0 better than 24%
0.88-
47% of 103 duels better than 26%
22% of 9 situations better than 14%
Inferno18
44% better than 23%
0.85 better than 88%
91.7 better than 89%
1.16-
58% of 107 duels better than 80%
31% of 13 situations better than 36%
Anubis17
35% better than 7%
0.63 better than 6%
72.7 better than 9%
1.02-
43% of 89 duels better than 9%
40% of 10 situations better than 57%
Cache10
30% -
0.59 -
70.6 -
0.71-
44% of 45 duels -
0% of 5 situations -
Vertigo3
67% -
0.91 -
97.6 -
1.24-
61% of 23 duels -
-

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

How AJJZ-_ plays

Across 215 matches AJJZ-_ averages K/R 0.76 and ADR 82.3; the rating across the 135 rated matches is 1.04. Biggest strength: Opening duels won at 56%, better than 88% of level 9 players. Most room to improve: Utility damage per round at 3.0, better than only 19% of level 9 players. Averages 16.6 kills per match with 48% headshots. The strongest map is Nuke with a 63% win rate in 19 matches. In 52 of 135 matches the rating was 1.10 or higher (39%), in 52 it was below 0.90. In 135 matches with detailed stats: 27 4Ks and 2 aces. Best month by rating: October 2026 at 1.25. AJJZ-_ loses the most ELO in match 3 of the day (−102 ELO, win rate 45%). Things go best from match 5 of the day (+27 ELO, win rate 66%). From match no. 5 of the day on, things go best: 66% win rate, +27 ELO. Improved over the last three months: ELO +97. Got weaker: Headshots −5 pp. Unchanged in recent months: K/R at 0.76, ADR at 81.9, Win rate at 51%. Last 30 days: 52 matches, win rate 52%, net ELO −4.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 9): 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.