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JG-RAMMUS

Brazil
73 matches tracked
Last updated:

How does JG-RAMMUS play?

Rating 0.94 (from 13 matches) K/R 0.70 ADR 77.2 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.
0.94
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.20 ConsistencyShare of matches with a rating of 0.90 or higher. 69%
Rating distribution from 13 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 0% good 1.10 to 1.29 15% normal 0.90 to 1.09 54% weak 0.75 to 0.89 8% very weak below 0.75 23%
Player type
Rifler through and through
Rarely on the AWP.
Rifler
better than most on level 10 · 2,250-2,499 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (3 matches).

2,250-2,499 ELO

Compared with 2,541 players in this group, each player over up to their last 100 matches.

Opening

The first duels of the round
Rounds with first kill 9% no comparison
Opening duels won 67% no comparison

Clutch

Last one alive
Clutch 1v1 won 50% no comparison
Clutch kills per match 0.7 no comparison

Weapons and aim

Average
Where do the kills come from?

10% headshots and so well below the average (51%).

Headshot rate 10%−41 pp · Ø 51% better than 1%
AWP share of kills 3% no comparison
K/D 0.96−0.08 · Ø 1.04 better than 19%
Pistol kills per match 2.5 from the last 60
Knife kills 1 in 60 matches

Impact

Average
Damage and big rounds

2.3 MVPs per match and so slightly below the average (2.4).

2K rounds 9.2% no comparison
3K rounds 4.6% no comparison
MVPs per match 2.3−0.1 · Ø 2.4 better than 43%
4Ks and aces 0x 4K, 0 aces in 3 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 72% of rounds and so right on the average (72%). Lower is better.

Utility hit rate 23% no comparison
Utility damage per round 3.0 no comparison
Enemies flashed per round 0.46 no comparison
Deaths per round 72%0 pp · Ø 72% right on the average

Progress

One value per month, dashed line is the level 10 · 2,250-2,499 ELO average
Whether JG-RAMMUS 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: 3 matches from the last 3 months and 63 before.

Kills per round (K/R)

0.71
AprMayJunJulAugSepOctNov

Best month: April 2026 with 0.72.

Patterns

From the last 60 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Mirage −50 ELO
33 matches · 61% win rate

JG-RAMMUS loses the most ELO on Mirage: −50 ELO, 61% win rate

Records and milestones

from recorded matches
  1. Most kills in a match: 28 · Mirage
  2. Highest rating in a match: 1.20 · Mirage
  3. Longest win streak: 4 wins in a row · Dust 2

Maps in detail

from the last 60 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
Mirage33
61% better than 84%
0.73 better than 43%
81.4 better than 51%
1.04-
55% of 31 duels better than 70%
75% of 4 situations better than 99%
Dust 211
27% -
0.53 -
63.4 -
0.91-
100% of 1 duels -
0% of 1 situations -
Ancient7
14% -
0.53 -
62.2 -
0.69-
33% of 15 duels -
0% of 1 situations -
Nuke4
50% -
0.78 -
86.1 -
-
-
-
Cache3
33% -
0.80 -
82.9 -
-
-
-

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

How JG-RAMMUS plays

Across 73 matches JG-RAMMUS averages K/R 0.70 and ADR 77.2; the rating across the 13 rated matches is 0.94. Most room to improve: Headshot rate at 10%, better than only 1% of level 10 · 2,250-2,499 ELO players. Averages 15.4 kills per match with 10% headshots. The strongest map is Mirage with a 61% win rate in 33 matches. In 2 of 13 matches the rating was 1.10 or higher (15%), in 4 it was below 0.90. Best month by rating: June 2026 at 1.03. JG-RAMMUS loses the most ELO on Mirage (−50 ELO, win rate 61%). Things go best in match 1 of the day (−50 ELO, win rate 55%). Match no. 1 of the day goes best: 55% win rate, −50 ELO.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,250-2,499 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.