BACKSCREAMER

AR
28 matches tracked 28 matches in 30 days
Last updated:

How does BACKSCREAMER play?

Rating 1.14 K/R 0.79 ADR 82.9 from 28 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 95%
1.14
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.38 ConsistencyShare of matches with a rating of 0.90 or higher. 68%
Rating distribution from 28 matches
outstanding 1.80 and up 4% strong 1.30 to 1.79 32% good 1.10 to 1.29 21% normal 0.90 to 1.09 11% weak 0.75 to 0.89 14% very weak below 0.75 18%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 6 average.
Multi-kills
better than most on level 6 about average weaker than most
Level 6

Compared with 996 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

57% of opening duels won and so well above the average (50%).

Rounds with first kill 11%+1 pp · Ø 10% better than 69%
Opening duels won 57%+7 pp · Ø 50% better than 96%

Clutch

Average
Last one alive

55% of 1v1s won and so well above the average (38%).

Clutch 1v1 won 55%+17 pp · Ø 38% better than 99%
Clutch 1v2 won 17%−6 pp · Ø 23% better than 23%
Clutch kills per match 1.4−0.3 · Ø 1.7 better than 29%

Weapons and aim

Average
Where do the kills come from?

1.17 K/D and so clearly above the average (1.00).

Headshot rate 40%−5 pp · Ø 45% better than 24%
AWP share of kills 7%−4 pp · Ø 11% better than 41%
K/D 1.17+0.17 · Ø 1.00 better than 96%
Pistol kills per match 2.1

Impact

Strength
Damage and big rounds

Exactly 2 kills in 15.1% of rounds and so well above the average (13.0%).

2K rounds 15.1%+2.1 pp · Ø 13.0% better than 92%
3K rounds 4.9%+1.0 pp · Ø 3.9% better than 90%
MVPs per match 2.4+0.2 · Ø 2.2 better than 78%
4Ks and aces 7x 4K, 0 aces in 28 matches

Utility and deaths

Average
Nades, flashes and deaths

0.01 enemies flashed per round and so well below the average (0.26).

Utility hit rate 41%+6 pp · Ø 35% better than 86%
Utility damage per round 2.2−1.7 · Ø 3.9 better than 12%
Enemies flashed per round 0.01−0.25 · Ø 0.26 better than 1%
Deaths per round 68%−4 pp · Ø 72% better than 94%

Progress

One value per month, dashed line is the level 6 average
Whether BACKSCREAMER 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: 28 matches, all from the last 3 months.

Kills per round (K/R)

0.89
SepOct

Patterns

Soon this shows where BACKSCREAMER 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. Most kills in a match: 36 · Anubis
  2. Longest win streak: 6 wins in a row · Mirage
  3. Highest rating in a match: 1.91 · Dust 2

Maps in detail

from the last 28 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
89% -
0.77 -
78.8 -
1.20-
58% of 33 duels -
50% of 2 situations -
Dust 27
57% -
0.85 -
87.0 -
1.17-
44% of 34 duels -
67% of 6 situations -
Cache4
50% -
0.79 -
80.8 -
1.10-
64% of 14 duels -
0% of 1 situations -

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

How BACKSCREAMER plays

Across 28 matches BACKSCREAMER averages K/R 0.79, ADR 82.9 and a rating of 1.14. Biggest strength: Clutch 1v1 won at 55%, better than 99% of level 6 players. Most room to improve: Utility damage per round at 2.2, better than only 12% of level 6 players. Averages 17.8 kills per match with 40% headshots. In 16 of 28 matches the rating was 1.10 or higher (57%), in 9 it was below 0.90. In 28 matches with detailed stats: 7 4Ks and 0 aces. Last 30 days: 28 matches, win rate 68%, net ELO +72.

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.