GJMM

Portugal
73 matches tracked
Last updated:

How does GJMM play?

Rating 0.96 K/R 0.67 ADR 72.9 from 73 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 30%
0.96
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.32 ConsistencyShare of matches with a rating of 0.90 or higher. 58%
Rating distribution from 73 matches
outstanding 1.80 and up 3% strong 1.30 to 1.79 12% good 1.10 to 1.29 10% normal 0.90 to 1.09 33% weak 0.75 to 0.89 15% very weak below 0.75 27%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 8 average.
Clutcher
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 (20 matches).

Level 8

Compared with 1,213 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 6% of rounds and so well below the average (10%).

Rounds with first kill 6%−4 pp · Ø 10% better than 3%
Opening duels won 49%−1 pp · Ø 50% better than 39%

Clutch

Strength
Last one alive

60% of 1v1s won and so well above the average (38%).

Clutch 1v1 won 60%+22 pp · Ø 38% better than 99%
Clutch 1v2 won 38%+17 pp · Ø 21% better than 99%
Clutch kills per match 1.70.0 · Ø 1.7 right on the average

Weapons and aim

Average
Where do the kills come from?

40% headshots and so well below the average (47%).

Headshot rate 40%−7 pp · Ø 47% better than 13%
AWP share of kills 11%0 pp · Ø 11% right on the average
K/D 0.95−0.04 · Ø 0.99 better than 30%
Pistol kills per match 1.9
Knife kills 4 in 73 matches

Impact

Weakness
Damage and big rounds

Exactly 2 kills in 12.0% of rounds and so clearly below the average (13.1%).

2K rounds 12.0%−1.1 pp · Ø 13.1% better than 21%
3K rounds 3.6%−0.3 pp · Ø 3.9% better than 36%
MVPs per match 2.0−0.2 · Ø 2.2 better than 23%
4Ks and aces 1x 4K, 0 aces in 20 matches

Utility and deaths

Average
Nades, flashes and deaths

2.2 utility damage per round and so well below the average (4.2).

Utility hit rate 38%+2 pp · Ø 36% better than 73%
Utility damage per round 2.2−2.0 · Ø 4.2 better than 7%
Enemies flashed per round 0.16−0.11 · Ø 0.27 better than 21%
Deaths per round 71%−2 pp · Ø 73% better than 68%

Progress

One value per month, dashed line is the level 8 average
▲ Improved
ELO +145
= Stayed the same
ADR at 71.8, Win rate at 50%
▼ Got worse
K/R −0.05, Rating −0.08, Headshots −9 pp

Aug 2026 compared with Jul 2026.

Kills per round (K/R)

0.64
MayJunJulAugSepOct

Last 3 months: 0.64 (at the start 0.69). Clearly below the average (0.72).

Patterns

From the last 73 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Dust 2 −1 ELO
28 matches · 50% win rate
In match 2 of the day +54 ELO
21 matches · 43% win rate

GJMM loses the most ELO on Dust 2: −1 ELO, 50% win rate

Records and milestones

from recorded matches
  1. Most kills in a match: 29 · Nuke
  2. Longest win streak: 9 wins in a row · Overpass
  3. Highest rating in a match: 1.99 · Cache

Maps in detail

from the last 73 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 228
50% right on the average
0.65 better than 17%
71.5 better than 12%
0.90 better than 15%
42% of 91 duels better than 13%
78% of 9 situations better than 99%
Mirage18
44% better than 27%
0.65 better than 15%
70.5 better than 9%
0.92 better than 19%
40% of 45 duels better than 7%
42% of 12 situations better than 61%
Anubis8
38% -
0.65 -
74.4 -
0.93-
56% of 25 duels -
20% of 5 situations -
Ancient7
43% -
0.71 -
71.0 -
1.01-
54% of 26 duels -
67% of 6 situations -
Inferno6
83% -
0.71 -
76.6 -
1.14-
58% of 19 duels -
50% of 4 situations -
Cache3
67% -
0.89 -
86.7 -
1.31-
50% of 10 duels -
0% of 2 situations -

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

How GJMM plays

Across 73 matches GJMM averages K/R 0.67, ADR 72.9 and a rating of 0.96. Biggest strength: Clutch 1v1 won at 60%, better than 99% of level 8 players. Most room to improve: Rounds with first kill at 6%, better than only 3% of level 8 players. Averages 14.6 kills per match with 40% headshots. The strongest map is Dust 2 with a 50% win rate in 28 matches. In 18 of 73 matches the rating was 1.10 or higher (25%), in 31 it was below 0.90. In 20 matches with detailed stats: 1 4Ks and 0 aces. GJMM loses the most ELO on Dust 2 (−1 ELO, win rate 50%). Things go best in match 1 of the day (+22 ELO, win rate 58%). Match no. 1 of the day goes best: 58% win rate, +22 ELO. Improved over the last three months: ELO +145. Got weaker: K/R −0.05, Rating −0.08, Headshots −9 pp. Unchanged in recent months: ADR at 71.8, Win rate at 50%.

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.