EIL

Turkey
215 matches tracked 60 matches in 30 days
Last updated:

How does EIL play?

Rating 1.07 K/R 0.78 ADR 83.4 from 215 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 77%
1.07
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 215 matches
outstanding 1.80 and up 4% strong 1.30 to 1.79 22% good 1.10 to 1.29 19% normal 0.90 to 1.09 23% weak 0.75 to 0.89 12% very weak below 0.75 20%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 8 average. More first kills per match than the level 8 average.
Multi-killsEntry
better than most on level 8 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (143 matches).

Level 8

Compared with 1,329 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

First kill in 12% of rounds and so well above the average (10%).

Rounds with first kill 12%+2 pp · Ø 10% better than 79%
Opening duels won 53%+4 pp · Ø 49% better than 75%

Clutch

Average
Last one alive

14% of 1v2s won and so clearly below the average (21%).

Clutch 1v1 won 36%−2 pp · Ø 38% better than 38%
Clutch 1v2 won 14%−7 pp · Ø 21% better than 10%
Clutch kills per match 1.5−0.2 · Ø 1.7 better than 37%

Weapons and aim

Average
Where do the kills come from?

1.08 K/D and so clearly above the average (0.97).

Headshot rate 48%0 pp · Ø 48% right on the average
AWP share of kills 16%+5 pp · Ø 11% better than 77%
K/D 1.08+0.11 · Ø 0.97 better than 78%
Pistol kills per match 3.0
Knife kills 1 in 215 matches

Impact

Average
Damage and big rounds

Exactly 2 kills in 14.5% of rounds and so clearly above the average (12.8%).

2K rounds 14.5%+1.7 pp · Ø 12.8% better than 83%
3K rounds 4.2%+0.4 pp · Ø 3.8% better than 64%
MVPs per match 2.3+0.1 · Ø 2.2 better than 61%
4Ks and aces 32x 4K, 2 aces in 143 matches

Utility and deaths

Average
Nades, flashes and deaths

0.37 enemies flashed per round and so well above the average (0.27).

Utility hit rate 32%−4 pp · Ø 36% better than 28%
Utility damage per round 3.4−0.7 · Ø 4.1 better than 31%
Enemies flashed per round 0.37+0.10 · Ø 0.27 better than 76%
Deaths per round 72%−1 pp · Ø 73% better than 55%

Progress

One value per month, dashed line is the level 8 average
▲ Improved
ELO +363
= Stayed the same
K/R at 0.78, Rating at 1.07, ADR at 83.9, Headshots at 48%, Win rate at 53%
▼ Got worse
Nothing clear

Aug to Oct 2026 compared with Jul 2026.

Kills per round (K/R)

0.79
MayJunJulAugSepOct

Best month: August 2026 with 0.80. Last 3 months: 0.78 (at the start 0.77). Clearly above the average (0.71).

Patterns

From the last 215 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

In match 1 of the day −126 ELO
38 matches · 45% win rate
On Inferno −60 ELO
20 matches · 60% win rate
On Fridays +80 ELO, win rate 38%

EIL loses the most ELO in match 1 of the day: −126 ELO, 45% win rate

Records and milestones

from recorded matches
  1. Highest rating in a match: 2.52 · Dust 2
  2. Most kills in a match: 41 · Cache
  3. Longest win streak: 6 wins in a row · Anubis

Maps in detail

from the last 215 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 279
59% better than 80%
0.77 better than 75%
82.9 better than 67%
1.06 better than 68%
48% of 366 duels better than 35%
33% of 39 situations better than 39%
Anubis49
51% better than 53%
0.78 better than 77%
87.7 better than 86%
1.08 better than 75%
52% of 245 duels better than 60%
38% of 29 situations better than 46%
Ancient21
38% better than 15%
0.73 better than 55%
79.1 better than 44%
0.99 right on the average
51% of 80 duels better than 53%
38% of 16 situations right on the average
Inferno20
60% better than 76%
0.77 better than 76%
81.8 better than 65%
1.09 better than 78%
62% of 101 duels better than 93%
25% of 8 situations better than 21%
Cache15
47% -
0.76 -
81.4 -
1.04-
57% of 83 duels -
33% of 12 situations -
Mirage15
33% better than 6%
0.79 better than 78%
80.2 better than 53%
1.14 better than 87%
47% of 72 duels better than 31%
30% of 10 situations better than 28%
Nuke15
60% better than 70%
0.84 better than 81%
84.2 better than 61%
1.18 better than 83%
65% of 71 duels better than 96%
47% of 15 situations better than 66%

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

How EIL plays

Across 215 matches EIL averages K/R 0.78, ADR 83.4 and a rating of 1.07. Biggest strength: Rounds with first kill at 12%, better than 79% of level 8 players. Averages 17.0 kills per match with 48% headshots. The strongest map is Nuke with a 60% win rate in 15 matches. In 97 of 215 matches the rating was 1.10 or higher (45%), in 69 it was below 0.90. In 143 matches with detailed stats: 32 4Ks and 2 aces. Best month by rating: August 2026 at 1.10. EIL loses the most ELO in match 1 of the day (−126 ELO, win rate 45%). Things go best from match 5 of the day (+199 ELO, win rate 59%). Match no. 2 of the day goes best: 59% win rate, −5 ELO. Improved over the last three months: ELO +363. Unchanged in recent months: K/R at 0.78, Rating at 1.07, ADR at 83.9, Headshots at 48%, Win rate at 53%. Last 30 days: 60 matches, win rate 50%, net ELO −86.

How to read the numbers

Each value is compared 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 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.