Allen-Ivy

CN
42 matches tracked 39 matches in 30 days
Last updated:

How does Allen-Ivy play?

Rating 1.00 K/R 0.71 ADR 78.2 from 42 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 35% on level 10
1.00
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.36 ConsistencyShare of matches with at least a normal rating (0.90 and up). 67%
Rating spread from 42 matches
outstanding 1.80 and up 2% strong 1.30 to 1.79 12% good 1.10 to 1.29 17% normal 0.90 to 1.09 36% weak 0.75 to 0.89 14% very weak below 0.75 19%
Player type
Rifler through and through
Rarely on the AWP.
Rifler
better than most on level 10 midfield weaker than most

Opening

Weakness
The first duels of the round
Rounds with first kill 8%−3 pp better than 15%
Opening duels won 45%−6 pp better than 8%

Clutch

Weakness
Last one alive
Clutch 1v1 won 30%−9 pp better than 12%
Clutch 1v2 won 10%−11 pp better than 2%
Clutch kills per match 1.1−0.5 better than 7%

Weapons and aim

Average
Where do the kills come from?
Headshot rate 51%0 pp level
AWP share of kills 1%−10 pp better than 6%
K/D 1.02−0.01 better than 44%
Pistol kills per match 2.2

Impact

Average
Damage and big rounds
Rounds with 2K 14.0%+0.7 pp better than 63%
Rounds with 3K 3.7%−0.4 pp better than 32%
MVPs per match 2.30.0 level
4Ks and aces 3x 4K, 0 aces in 42 matches

Utility and deaths

Average
Nades, flashes and deaths
Utility with impact 35%0 pp level
Utility damage per round 3.7−0.4 better than 40%
Enemies flashed per round 0.29−0.01 better than 50%
Rounds with a death 70%−1 pp better than 67%

Progress

One value per month, dashed line is the Level 10 average
▲ Improved
Nothing clear
= Stayed the same
Nothing clear
▼ Got worse
Nothing clear

Last 3 months compared with the first months with matches.

Kills per round (K/R)

0.67
MayJunJulAugSepOct

Best month: September 2026 with 0.76.

Patterns

From the last 42 matches, each row based on 20+ matches. Times in Berlin time.

Where does the ELO go?

Nothing clear

Nothing clear

Records and milestones

from recorded matches
  1. Most kills in a match: 29 · Ancient
  2. Longest win streak: 9 wins in a row · Dust 2
  3. Highest rating in a match: 2.15 · Dust 2

Maps in detail

from the last 42 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 219
79% better than 99%
0.77 better than 64%
81.9 better than 56%
1.12 better than 74%
46% of 70 duels better than 23%
47% of 15 situations better than 75%
Inferno10
40% -
0.69 -
82.4 -
0.91-
48% of 50 duels -
0% of 6 situations -
Ancient5
20% -
0.58 -
67.9 -
0.73-
42% of 24 duels -
17% of 6 situations -
Nuke5
60% -
0.69 -
74.4 -
0.99-
42% of 12 duels -
-

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

How Allen-Ivy plays

Across 42 matches Allen-Ivy averages K/R 0.71, ADR 78.2 and a rating of 1.00. Most room to improve: Opening duels won at 45%. That is better than only 8% of players on level 10. On average 15.8 kills per match, 51% of them headshots. The strongest map is Dust 2 with a 79% win rate in 19 matches. In 13 of 42 matches the rating was 1.10 or higher (31%), in 14 it was below 0.90. In 42 matches with detailed stats: 3 4Ks and 0 aces. Best month by rating: September 2026 at 1.07. Last 30 days: 39 matches, win rate 59%, ELO balance +3.

How to read the numbers

Next to each value is the comparison with players on the same FACEIT level (here level 10): better than 30 % means 30 % of them are weaker, Top 12 % means better than 88 %. Green only from better than 75 % with a noticeable gap to the average, red the other way round up to 25 %, otherwise gray. A comparison needs at least 20 matches in the period. If a level has too few players, the neighbouring 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 with the first kill of the round.
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.
Rounds with 2K
Share of rounds with exactly 2 kills.
Rounds with 3K
Share of rounds with exactly 3 kills.
MVPs per match
Round MVPs per match on average.
Utility with impact
Share of nades that deal damage or blind.
Utility damage per round
Damage from grenades and molotovs per round.
Enemies flashed per round
Enemies flashed per round on average.
Rounds with a death
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 at least a normal rating (0.90 and up).
Pistol kills per match
Pistol kills per match on average. No comparison with other players.