Beijinng

China
On FACEIT since 2023 252 matches tracked 153 matches in 30 days
Last updated:

How does Beijinng play?

Rating 1.08 (from 232 matches) K/R 0.80 ADR 86.3 from 252 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 66%
1.08
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. 66%
Rating distribution from 232 matches
outstanding 1.80 and up 3% strong 1.30 to 1.79 22% good 1.10 to 1.29 20% normal 0.90 to 1.09 20% weak 0.75 to 0.89 16% very weak below 0.75 18%
Player type
Goes in first and opens the round
More first kills per match than the level 10 · 2,250-2,499 ELO average. Higher headshot rate than the level 10 · 2,250-2,499 ELO average. Rarely on the AWP.
EntryHeadshotsRifler
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 (232 matches).

2,250-2,499 ELO

Compared with 2,411 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 13% of rounds and so well above the average (10%).

Rounds with first kill 13%+3 pp · Ø 10% better than 84%
Opening duels won 53%+2 pp · Ø 51% better than 62%

Clutch

Average
Last one alive

1.2 clutch kills per match and so well below the average (1.7).

Clutch 1v1 won 38%−1 pp · Ø 39% better than 46%
Clutch 1v2 won 18%−3 pp · Ø 21% better than 26%
Clutch kills per match 1.2−0.5 · Ø 1.7 better than 11%

Weapons and aim

Average
Where do the kills come from?

66% headshots and so well above the average (50%).

Headshot rate 66%+16 pp · Ø 50% better than 99%
AWP share of kills 3%−9 pp · Ø 12% better than 16%
K/D 1.05+0.02 · Ø 1.03 better than 52%
Pistol kills per match 3.4
Knife kills 26 in 252 matches

Impact

Average
Damage and big rounds

Exactly 3 kills in 5.6% of rounds and so well above the average (4.1%).

2K rounds 14.4%+0.9 pp · Ø 13.5% better than 70%
3K rounds 5.6%+1.5 pp · Ø 4.1% better than 92%
MVPs per match 2.5+0.2 · Ø 2.3 better than 66%
4Ks and aces 47x 4K, 4 aces in 232 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 76% of rounds and so well above the average (72%). Lower is better.

Utility hit rate 36%+1 pp · Ø 35% better than 59%
Utility damage per round 5.2+1.0 · Ø 4.2 better than 77%
Enemies flashed per round 0.27−0.02 · Ø 0.29 better than 45%
Deaths per round 76%+4 pp · Ø 72% better than 6%

Progress

One value per month, dashed line is the level 10 · 2,250-2,499 ELO average
▲ Improved
K/R +0.04, ADR +4.6, Headshots +2 pp, Win rate +8 pp, ELO +255
= Stayed the same
Nothing clear
▼ Got worse
Rating −0.13

Sep to Nov 2026 compared with May to Aug 2026.

Kills per round (K/R)

0.87
MayJunJulAugSepOctNov

Best month: August 2026 with 0.92. Last 3 months: 0.80 (at the start 0.76). Clearly above the average (0.74).

Patterns

From the last 252 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Inferno −96 ELO
22 matches · 45% win rate
In match 2 of the day −75 ELO
49 matches · 39% win rate
Between 18:00 and 24:00 −68 ELO, win rate 43%
On Saturdays +79 ELO, win rate 37%

Beijinng loses the most ELO on Inferno: −96 ELO, 45% win rate

Records and milestones

from recorded matches
  1. Recorded match no. 250 · Cache
  2. Highest rating in a match: 2.67 · Mirage
  3. Longest win streak: 6 wins in a row · Mirage
  4. Most kills in a match: 41 · Mirage

Maps in detail

from the last 252 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
Mirage78
53% better than 57%
0.83 better than 85%
88.1 better than 82%
1.15 better than 83%
53% of 399 duels better than 60%
35% of 26 situations better than 40%
Dust 254
56% better than 66%
0.76 better than 56%
83.4 better than 59%
1.05 right on the average
52% of 252 duels right on the average
43% of 23 situations better than 66%
Ancient43
53% right on the average
0.83 better than 83%
87.4 better than 76%
1.12 better than 74%
55% of 221 duels better than 67%
47% of 19 situations better than 74%
Anubis35
54% better than 56%
0.79 better than 70%
88.2 better than 81%
1.09 better than 65%
57% of 191 duels better than 77%
33% of 18 situations better than 39%
Inferno22
45% better than 27%
0.80 better than 70%
88.1 better than 76%
1.00 better than 29%
52% of 135 duels better than 42%
55% of 11 situations better than 81%
Nuke10
50% -
0.70 -
77.5 -
0.83-
47% of 43 duels -
13% of 8 situations -
Cache9
11% -
0.72 -
81.6 -
1.02-
52% of 48 duels -
0% of 2 situations -

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

How Beijinng plays

Across 252 matches Beijinng averages K/R 0.80 and ADR 86.3; the rating across the 232 rated matches is 1.08. Biggest strength: Headshot rate at 66%, better than 99% of level 10 · 2,250-2,499 ELO players. Most room to improve: Deaths per round at 76%, better than only 6% of level 10 · 2,250-2,499 ELO players. Averages 17.7 kills per match with 66% headshots. The strongest map is Dust 2 with a 56% win rate in 54 matches. In 106 of 232 matches the rating was 1.10 or higher (46%), in 79 it was below 0.90. In 232 matches with detailed stats: 47 4Ks and 4 aces. Best month by rating: November 2026 at 1.22. Beijinng loses the most ELO on Inferno (−96 ELO, win rate 45%). Things go best on Dust 2 (+122 ELO, win rate 56%). Match no. 1 of the day goes best: 60% win rate, +87 ELO. Improved over the last three months: K/R +0.04, ADR +4.6, Headshots +2 pp, Win rate +8 pp, ELO +255. Got weaker: Rating −0.13. Last 30 days: 153 matches, win rate 49%, net ELO −24.

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.