Hwtr

AR
40 matches tracked
Last updated:

How does Hwtr play?

Rating 0.96 K/R 0.70 ADR 76.2 from 40 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 40%
0.96
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. 53%
Rating distribution from 40 matches
outstanding 1.80 and up 5% strong 1.30 to 1.79 10% good 1.10 to 1.29 15% normal 0.90 to 1.09 23% weak 0.75 to 0.89 18% very weak below 0.75 30%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 6 average. More 1v1 and 1v2 wins than the level 6 average. Higher headshot rate than the level 6 average.
Multi-killsClutcherHeadshots
better than most on level 6 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (7 matches).

Level 6

Compared with 969 players in this group, each player over up to their last 100 matches.

Opening

The first duels of the round
Rounds with first kill 10% no comparison
Opening duels won 54% no comparison

Clutch

Last one alive
Clutch 1v1 won 57% no comparison
Clutch 1v2 won 17% no comparison
Clutch kills per match 1.7 no comparison

Weapons and aim

Average
Where do the kills come from?

53% headshots and so well above the average (46%).

Headshot rate 53%+7 pp · Ø 46% better than 84%
AWP share of kills 8% no comparison
K/D 0.94−0.05 · Ø 0.99 better than 37%
Pistol kills per match 2.9

Impact

Weakness
Damage and big rounds

1.9 MVPs per match and so well below the average (2.2).

2K rounds 11.9% no comparison
3K rounds 3.0% no comparison
MVPs per match 1.9−0.3 · Ø 2.2 better than 21%
4Ks and aces 1x 4K, 1 ace in 7 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 74% of rounds and so clearly above the average (72%). Lower is better.

Utility hit rate 38% no comparison
Utility damage per round 2.5 no comparison
Enemies flashed per round 0.07 no comparison
Deaths per round 74%+2 pp · Ø 72% better than 38%

Progress

One value per month, dashed line is the level 6 average
Whether Hwtr 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: 8 matches from the last 3 months and 32 before.

Kills per round (K/R)

0.68
MayJunJulAugSepOct

Best month: May 2026 with 0.70.

Patterns

Soon this shows where Hwtr loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Mirage with 15 of 20.

Records and milestones

from recorded matches
  1. Most kills in a match: 24 · Mirage
  2. Highest rating in a match: 1.99 · Mirage
  3. Longest win streak: 3 wins in a row · Cache

Maps in detail

from the last 40 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
Mirage15
33% better than 6%
0.71 right on the average
76.6 better than 41%
0.96 better than 41%
45% of 62 duels better than 24%
55% of 11 situations better than 88%
Cache10
60% -
0.72 -
76.9 -
1.08-
54% of 28 duels -
20% of 5 situations -
Nuke8
63% -
0.81 -
84.6 -
1.07-
61% of 33 duels -
0% of 4 situations -
Dust 24
25% -
0.63 -
75.2 -
0.78-
47% of 17 duels -
0% of 3 situations -

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

How Hwtr plays

Across 40 matches Hwtr averages K/R 0.70, ADR 76.2 and a rating of 0.96. Biggest strength: Headshot rate at 53%, better than 84% of level 6 players. Averages 14.5 kills per match with 53% headshots. The strongest map is Cache with a 60% win rate in 10 matches. In 12 of 40 matches the rating was 1.10 or higher (30%), in 19 it was below 0.90. In 7 matches with detailed stats: 1 4Ks and 1 ace. Best month by rating: July 2026 at 0.96. Last 30 days: 1 matches, win rate 100%, net ELO +30.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 6): 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.