CarryMo

Russia
On FACEIT since 2018 98 matches tracked 68 matches in 30 days
ELO ▲ 406
2,285
30-day peak: 2,285
Rank EU
#104,711
Russia #29,820 in Russia
Last updated:

How does CarryMo play?

Rating 1.12 K/R 0.79 ADR 82.1 from 98 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 79%
1.12
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.34 ConsistencyShare of matches with a rating of 0.90 or higher. 80%
Rating distribution from 98 matches
outstanding 1.80 and up 4% strong 1.30 to 1.79 20% good 1.10 to 1.29 26% normal 0.90 to 1.09 30% weak 0.75 to 0.89 14% very weak below 0.75 6%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 10 · 2,250-2,499 ELO average.
Clutcher
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 (92 matches).

2,250-2,499 ELO

Compared with 2,150 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 9% of rounds and so clearly below the average (10%).

Rounds with first kill 9%−1 pp · Ø 10% better than 29%
Opening duels won 53%+2 pp · Ø 51% better than 63%

Clutch

Strength
Last one alive

35% of 1v2s won and so well above the average (22%).

Clutch 1v1 won 38%−1 pp · Ø 39% better than 50%
Clutch 1v2 won 35%+13 pp · Ø 22% better than 98%
Clutch kills per match 2.1+0.4 · Ø 1.7 better than 86%

Weapons and aim

Average
Where do the kills come from?

1.19 K/D and so clearly above the average (1.03).

Headshot rate 54%+4 pp · Ø 50% better than 73%
AWP share of kills 8%−3 pp · Ø 11% better than 45%
K/D 1.19+0.16 · Ø 1.03 better than 89%
Pistol kills per match 2.8

Impact

Average
Damage and big rounds

Exactly 2 kills in 14.7% of rounds and so clearly above the average (13.4%).

2K rounds 14.7%+1.3 pp · Ø 13.4% better than 77%
3K rounds 3.9%−0.2 pp · Ø 4.1% better than 38%
MVPs per match 2.30.0 · Ø 2.3 right on the average
4Ks and aces 14x 4K, 1 ace in 92 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 66% of rounds and so well below the average (72%). Lower is better.

Utility hit rate 32%−3 pp · Ø 35% better than 31%
Utility damage per round 3.9−0.3 · Ø 4.2 better than 46%
Enemies flashed per round 0.33+0.03 · Ø 0.30 better than 62%
Deaths per round 66%−6 pp · Ø 72% better than 96%

Progress

One value per month, dashed line is the level 10 · 2,250-2,499 ELO average
Whether CarryMo 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: 92 matches from the last 3 months and 6 before.

Kills per round (K/R)

0.79
MayJunJulAugSepOct

Best month: July 2026 with 0.93.

Patterns

From the last 98 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Mirage −28 ELO
29 matches · 48% win rate

CarryMo loses the most ELO on Mirage: −28 ELO, 48% win rate

Records and milestones

from recorded matches
  1. Highest rating in a match: 2.54 · Dust 2
  2. Longest win streak: 6 wins in a row · Dust 2
  3. Most kills in a match: 39 · Dust 2

Maps in detail

from the last 98 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 229
59% better than 76%
0.82 better than 81%
83.8 better than 64%
1.16 better than 84%
53% of 110 duels better than 56%
21% of 33 situations better than 13%
Mirage29
48% better than 36%
0.72 better than 39%
76.8 better than 28%
1.03 better than 48%
48% of 96 duels better than 29%
44% of 27 situations better than 70%
Nuke14
64% -
0.79 -
84.0 -
1.14-
60% of 62 duels -
38% of 8 situations -
Inferno13
62% -
0.85 -
88.2 -
1.25-
63% of 30 duels -
57% of 14 situations -
Cache10
60% -
0.80 -
82.7 -
1.11-
57% of 37 duels -
17% of 6 situations -

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

How CarryMo plays

Across 98 matches CarryMo averages K/R 0.79, ADR 82.1 and a rating of 1.12. Biggest strength: Deaths per round at just 66% (lower is better), better than 96% of level 10 · 2,250-2,499 ELO players. Averages 17.2 kills per match with 54% headshots. The strongest map is Nuke with a 64% win rate in 14 matches. In 49 of 98 matches the rating was 1.10 or higher (50%), in 20 it was below 0.90. In 92 matches with detailed stats: 14 4Ks and 1 ace. Best month by rating: July 2026 at 1.40. CarryMo loses the most ELO on Mirage (−28 ELO, win rate 48%). Things go best from match 5 of the day (+2 ELO, win rate 64%). From match no. 5 of the day on, things go best: 64% win rate, +2 ELO. Last 30 days: 68 matches, win rate 56%, net ELO −55.

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.