Claworx
Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (40 matches).
Opening
AverageClutch
StrengthWeapons and aim
AverageImpact
AverageUtility and deaths
AverageProgress
One value per month, dashed line is the Level 8 averageAug to Sep 2026 compared with Jun to Jul 2026.
Kills per round (K/R)
Best month: July 2026 with 0.83. Last 3 months: 0.74 (at the start 0.82).
Rating, 1.00 is an average match
Damage per round (ADR)
Best month: July 2026 with 87.0. Last 3 months: 82.8 (at the start 86.0).
Share of headshot kills
Best month: July 2026 with 53%. Last 3 months unchanged at 51%.
Matches won (win rate)
Best month: July 2026 with 68%. Last 3 months: 50% (at the start 64%).
Best month: August 2026 with 1,827. Last 3 months: 1,755 (at the start 1,712).
Rounds with first kill
Best month: August 2026 with 13%.
1v1 clutches won
Best month: August 2026 with 47%.
Patterns
From the last 80 matches, each row based on 20+ matches. Times in Berlin time.Where does the ELO go?
Claworx loses the most ELO on Inferno: −27 ELO, 58% wins
Records and milestones
from recorded matches- Most kills in a match: 28 · Ancient
- Longest win streak: 5 wins in a row · Nuke
Maps in detail
from the last 80 matchesCompared with players on the same level who have at least 15 matches on the map.
How Claworx plays
Biggest strength: Clutch 1v1 won at 54%. That is better than 98% of players on level 8. Most room to improve: Opening duels won at 46%. That is better than only 14% of players on level 8. On average 16.3 kills per match, 51% of them headshots. The strongest map is Anubis with a 61% win rate in 18 matches. In 40 matches with detailed stats: 8 4Ks and 1 aces. Claworx loses the most ELO on Inferno (−27 ELO, win rate 58%). Got weaker: K/R −0.08, Win rate −14 pp. Unchanged in recent months: ADR at 82.8, Headshots at 51%, ELO at 1,755.
How to read the numbers
Next to each value is the comparison with players on the same FACEIT level (here level 8): 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
- 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.