AZR

Australia
FACEIT verified FACEIT verified 36 matches tracked
Last updated:

How does AZR play?

Rating 1.42 K/R 0.98 ADR 102.2 from 36 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 99%
1.42
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.46 ConsistencyShare of matches with a rating of 0.90 or higher. 86%
Rating distribution from 36 matches
outstanding 1.80 and up 17% strong 1.30 to 1.79 47% good 1.10 to 1.29 14% normal 0.90 to 1.09 8% weak 0.75 to 0.89 8% very weak below 0.75 6%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 10 · 2,250-2,499 ELO average. More 1v1 and 1v2 wins than the level 10 · 2,250-2,499 ELO average. More damage per round than the level 10 · 2,250-2,499 ELO average.
Multi-killsClutcherDamage
better than most on level 10 · 2,250-2,499 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (8 matches).

2,250-2,499 ELO

Compared with 2,012 players in this group, each player over up to their last 100 matches.

Opening

The first duels of the round
Rounds with first kill 12% no comparison
Opening duels won 52% no comparison

Clutch

Last one alive
Clutch 1v1 won 75% no comparison
Clutch 1v2 won 50% no comparison
Clutch kills per match 2.0 no comparison

Weapons and aim

Strength
Where do the kills come from?

1.53 K/D and so well above the average (1.02).

Headshot rate 57%+6 pp · Ø 51% better than 86%
AWP share of kills 1% no comparison
K/D 1.53+0.51 · Ø 1.02 better than 99%
Pistol kills per match 2.9

Impact

Strength
Damage and big rounds

3.4 MVPs per match and so well above the average (2.3).

2K rounds 21.0% no comparison
3K rounds 8.5% no comparison
MVPs per match 3.4+1.1 · Ø 2.3 better than 99%
4Ks and aces 6x 4K, 1 ace in 8 matches

Utility and deaths

Strength
Nades, flashes and deaths

Died in 64% of rounds and so well below the average (72%). Lower is better.

Utility hit rate 42% no comparison
Utility damage per round 5.2 no comparison
Enemies flashed per round 0.31 no comparison
Deaths per round 64%−8 pp · Ø 72% better than 99%

Progress

One value per month, dashed line is the level 10 · 2,250-2,499 ELO average
Whether AZR 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: 11 matches from the last 3 months and 16 before.

Kills per round (K/R)

1.09
AprMayJunJulAugSepOct

Best month: August 2026 with 1.09.

Patterns

Soon this shows where AZR loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Ancient with 10 of 20.

Records and milestones

from recorded matches
  1. Most kills in a match: 44 · Cache
  2. Highest rating in a match: 2.48 · Anubis
  3. Longest win streak: 9 wins in a row · Ancient

Maps in detail

from the last 36 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
Ancient10
70% -
0.94 -
98.5 -
1.30-
49% of 37 duels -
50% of 4 situations -
Anubis9
67% -
0.98 -
103.2 -
1.40-
55% of 42 duels -
57% of 7 situations -
Dust 28
75% -
0.92 -
91.9 -
1.38-
66% of 32 duels -
0% of 1 situations -
Cache6
100% -
1.11 -
118.1 -
1.70-
64% of 36 duels -
50% of 4 situations -

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

How AZR plays

Across 36 matches AZR averages K/R 0.98, ADR 102.2 and a rating of 1.42. Biggest strength: Rating at 1.42, better than 99% of level 10 · 2,250-2,499 ELO players. Averages 20.2 kills per match with 57% headshots. In 28 of 36 matches the rating was 1.10 or higher (78%), in 5 it was below 0.90. In 8 matches with detailed stats: 6 4Ks and 1 ace. Best month by rating: August 2026 at 1.62.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,250-2,499 ELO): 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.