HyperKry

Japan
24 matches tracked
Last updated:

How does HyperKry play?

Rating 1.25 K/R 0.89 ADR 92.4 from 24 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 96%
1.25
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.40 ConsistencyShare of matches with a rating of 0.90 or higher. 79%
Rating distribution from 24 matches
outstanding 1.80 and up 4% strong 1.30 to 1.79 42% good 1.10 to 1.29 21% normal 0.90 to 1.09 13% weak 0.75 to 0.89 13% very weak below 0.75 8%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 10 · all ELO ranges average. More 4Ks and aces per 100 rounds than the level 10 · all ELO ranges average. More first kills per match than the level 10 · all ELO ranges average.
ClutcherMulti-killsEntry
better than most on level 10 · all ELO ranges about average weaker than most
all ELO ranges

Compared with 2,097 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

60% of opening duels won and so well above the average (51%).

Rounds with first kill 14%+3 pp · Ø 11% better than 90%
Opening duels won 60%+9 pp · Ø 51% better than 95%

Clutch

Average
Last one alive

36% of 1v2s won and so well above the average (22%).

Clutch 1v1 won 33%−6 pp · Ø 39% better than 23%
Clutch 1v2 won 36%+14 pp · Ø 22% better than 99%
Clutch kills per match 2.4+0.7 · Ø 1.7 better than 95%

Weapons and aim

Average
Where do the kills come from?

1.28 K/D and so well above the average (1.03).

Headshot rate 50%0 pp · Ø 50% right on the average
AWP share of kills 15%+3 pp · Ø 12% better than 72%
K/D 1.28+0.25 · Ø 1.03 better than 95%
Pistol kills per match 3.5

Impact

Strength
Damage and big rounds

Exactly 2 kills in 17.8% of rounds and so well above the average (13.4%).

2K rounds 17.8%+4.4 pp · Ø 13.4% better than 99%
3K rounds 5.9%+1.8 pp · Ø 4.1% better than 95%
MVPs per match 3.0+0.6 · Ø 2.4 better than 95%
4Ks and aces 6x 4K, 1 ace in 24 matches

Utility and deaths

Average
Nades, flashes and deaths

3.1 utility damage per round and so well below the average (4.1).

Utility hit rate 34%−1 pp · Ø 35% better than 45%
Utility damage per round 3.1−1.0 · Ø 4.1 better than 22%
Enemies flashed per round 0.23−0.07 · Ø 0.30 better than 33%
Deaths per round 69%−3 pp · Ø 72% better than 78%

Progress

One value per month, dashed line is the level 10 · all ELO ranges average
Whether HyperKry 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: 24 matches, all from the last 3 months.

Kills per round (K/R)

0.78
SepOct

Patterns

Soon this shows where HyperKry loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Dust 2 with 11 of 20.

Records and milestones

from recorded matches
  1. Longest win streak: 5 wins in a row · Ancient
  2. Most kills in a match: 51 · Dust 2
  3. Highest rating in a match: 2.44 · Nuke

Maps in detail

from the last 24 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 211
45% -
0.90 -
90.6 -
1.24-
64% of 55 duels -
42% of 12 situations -
Mirage6
33% -
0.75 -
84.6 -
1.09-
44% of 34 duels -
33% of 3 situations -
Ancient3
100% -
0.89 -
94.2 -
1.26-
73% of 15 duels -
-

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

How HyperKry plays

Across 24 matches HyperKry averages K/R 0.89, ADR 92.4 and a rating of 1.25. Biggest strength: Rating at 1.25, better than 96% of level 10 · all ELO ranges players. Most room to improve: Utility damage per round at 3.1, better than only 22% of level 10 · all ELO ranges players. Averages 20.2 kills per match with 50% headshots. In 16 of 24 matches the rating was 1.10 or higher (67%), in 5 it was below 0.90. In 24 matches with detailed stats: 6 4Ks and 1 ace. Last 30 days: 8 matches, win rate 75%, net ELO −20.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · all ELO ranges): 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.