HamR

Netherlands
On FACEIT since 2017 149 matches tracked 48 matches in 30 days
ELO ▼ 50
2,965
30-day peak: 3,032
Rank EU ▼ 3,636 places
#10,113
Netherlands #57 in Netherlands
30 days · prev. #6,477 · best #6,477
Last updated:

How does HamR play?

Rating 1.20 K/R 0.85 ADR 93.2 from 149 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 90%
1.20
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.37 ConsistencyShare of matches with a rating of 0.90 or higher. 79%
Rating distribution from 149 matches
outstanding 1.80 and up 6% strong 1.30 to 1.79 30% good 1.10 to 1.29 27% normal 0.90 to 1.09 17% weak 0.75 to 0.89 9% very weak below 0.75 12%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 10 · 2,750-2,999 ELO average. More 1v1 and 1v2 wins than the level 10 · 2,750-2,999 ELO average. More first kills per match than the level 10 · 2,750-2,999 ELO average.
Multi-killsClutcherEntry
better than most on level 10 · 2,750-2,999 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (123 matches).

2,750-2,999 ELO

Compared with 11,965 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

61% of opening duels won and so well above the average (52%).

Rounds with first kill 14%+3 pp · Ø 11% better than 89%
Opening duels won 61%+9 pp · Ø 52% better than 96%

Clutch

Strength
Last one alive

54% of 1v1s won and so well above the average (38%).

Clutch 1v1 won 54%+16 pp · Ø 38% better than 98%
Clutch 1v2 won 28%+6 pp · Ø 22% better than 85%
Clutch kills per match 1.7+0.1 · Ø 1.6 better than 58%

Weapons and aim

Average
Where do the kills come from?

1.23 K/D and so clearly above the average (1.05).

Headshot rate 44%−8 pp · Ø 52% better than 12%
AWP share of kills 17%+5 pp · Ø 12% better than 77%
K/D 1.23+0.18 · Ø 1.05 better than 89%
Pistol kills per match 3.3

Impact

Strength
Damage and big rounds

2.8 MVPs per match and so well above the average (2.4).

2K rounds 14.9%+1.2 pp · Ø 13.7% better than 76%
3K rounds 5.2%+1.0 pp · Ø 4.2% better than 82%
MVPs per match 2.8+0.4 · Ø 2.4 better than 85%
4Ks and aces 36x 4K, 6 aces in 123 matches

Utility and deaths

Average
Nades, flashes and deaths

4.6 utility damage per round and so well above the average (4.0).

Utility hit rate 33%−1 pp · Ø 34% better than 41%
Utility damage per round 4.6+0.6 · Ø 4.0 better than 70%
Enemies flashed per round 0.34+0.03 · Ø 0.31 better than 61%
Deaths per round 69%−2 pp · Ø 71% better than 70%

Progress

One value per month, dashed line is the level 10 · 2,750-2,999 ELO average
▲ Improved
Headshots +3 pp, Win rate +12 pp, ELO +297
= Stayed the same
K/R at 0.85, Rating at 1.20, ADR at 92.6
▼ Got worse
Nothing clear

Sep to Nov 2026 compared with Jun to Aug 2026.

Kills per round (K/R)

0.81
JunJulAugSepOctNov

Best month: August 2026 with 0.90. Last 3 months unchanged at 0.85. Clearly above the average (0.75).

Patterns

From the last 149 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Nuke −6 ELO
24 matches · 50% win rate
On Mondays +54 ELO, win rate 45%

HamR loses the most ELO on Nuke: −6 ELO, 50% win rate

Records and milestones

from recorded matches
  1. Recorded match no. 100 · Cache
  2. Highest rating in a match: 2.40 · Ancient
  3. Longest win streak: 5 wins in a row · Ancient
  4. Most kills in a match: 39 · Nuke

Maps in detail

from the last 149 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
Ancient39
59% better than 68%
0.82 better than 78%
89.8 better than 82%
1.13 better than 73%
54% of 200 duels better than 60%
35% of 20 situations better than 40%
Inferno28
61% better than 62%
0.94 better than 94%
101.2 better than 95%
1.30 better than 90%
68% of 142 duels better than 97%
63% of 19 situations better than 91%
Dust 226
54% right on the average
0.82 better than 78%
87.3 better than 75%
1.18 better than 82%
65% of 123 duels better than 96%
74% of 19 situations better than 99%
Nuke24
50% better than 29%
0.89 better than 90%
97.7 better than 95%
1.26 better than 90%
59% of 121 duels better than 79%
70% of 10 situations better than 97%
Cache18
44% better than 13%
0.77 better than 43%
87.1 better than 59%
1.10 better than 47%
50% of 86 duels better than 26%
57% of 7 situations better than 86%
Mirage12
58% -
0.88 -
98.7 -
1.26-
63% of 72 duels -
20% of 10 situations -

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

How HamR plays

Across 149 matches HamR averages K/R 0.85, ADR 93.2 and a rating of 1.20. Biggest strength: Clutch 1v1 won at 54%, better than 98% of level 10 · 2,750-2,999 ELO players. Most room to improve: Headshot rate at 44%, better than only 12% of level 10 · 2,750-2,999 ELO players. Averages 18.4 kills per match with 44% headshots. The strongest map is Inferno with a 61% win rate in 28 matches. In 93 of 149 matches the rating was 1.10 or higher (62%), in 31 it was below 0.90. In 123 matches with detailed stats: 36 4Ks and 6 aces. Best month by rating: September 2026 at 1.29. HamR loses the most ELO on Nuke (−6 ELO, win rate 50%). Things go best on Ancient (+162 ELO, win rate 59%). Match no. 3 of the day goes best: 62% win rate, +66 ELO. Improved over the last three months: Headshots +3 pp, Win rate +12 pp, ELO +297. Unchanged in recent months: K/R at 0.85, Rating at 1.20, ADR at 92.6. Last 30 days: 48 matches, win rate 52%, net ELO +110.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,750-2,999 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.