Jekkly

MN
200 matches tracked
ELO
2,118
Peak across the last 200 matches: 2,118
Rank SEA ▲ 180 places
#4,104
MN #1,586 in MN
30 days · prev. #4,284 · best #4,064
Last updated:

How does Jekkly play?

Rating 1.20 K/R 0.88 ADR 92.1 from 200 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 97%
1.20
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. 78%
Rating distribution from 200 matches
outstanding 1.80 and up 6% strong 1.30 to 1.79 35% good 1.10 to 1.29 21% normal 0.90 to 1.09 17% weak 0.75 to 0.89 12% very weak below 0.75 11%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 9 average. More first kills per match than the level 9 average. More damage per round than the level 9 average.
Multi-killsEntryDamage
better than most on level 9 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (180 matches).

Level 9

Compared with 1,720 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

First kill in 14% of rounds and so well above the average (10%).

Rounds with first kill 14%+4 pp · Ø 10% better than 92%
Opening duels won 56%+5 pp · Ø 51% better than 89%

Clutch

Average
Last one alive

29% of 1v2s won and so clearly above the average (22%).

Clutch 1v1 won 40%+1 pp · Ø 39% better than 61%
Clutch 1v2 won 29%+7 pp · Ø 22% better than 89%
Clutch kills per match 1.6−0.1 · Ø 1.7 better than 47%

Weapons and aim

Average
Where do the kills come from?

1.17 K/D and so clearly above the average (1.02).

Headshot rate 50%+1 pp · Ø 49% better than 61%
AWP share of kills 14%+4 pp · Ø 10% better than 72%
K/D 1.17+0.15 · Ø 1.02 better than 92%
Pistol kills per match 3.3
Knife kills 7 in 200 matches

Impact

Strength
Damage and big rounds

3.1 MVPs per match and so well above the average (2.3).

2K rounds 16.3%+2.9 pp · Ø 13.4% better than 98%
3K rounds 5.8%+1.8 pp · Ø 4.0% better than 97%
MVPs per match 3.1+0.8 · Ø 2.3 better than 98%
4Ks and aces 57x 4K, 5 aces in 180 matches

Utility and deaths

Weakness
Nades, flashes and deaths

Died in 75% of rounds and so clearly above the average (72%). Lower is better.

Utility hit rate 30%−5 pp · Ø 35% better than 18%
Utility damage per round 3.5−0.8 · Ø 4.3 better than 31%
Enemies flashed per round 0.18−0.10 · Ø 0.28 better than 25%
Deaths per round 75%+3 pp · Ø 72% better than 17%

Progress

One value per month, dashed line is the level 9 average
Whether Jekkly 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: 200 matches, all from the last 3 months.

Kills per round (K/R)

0.90
AugSepOct

Patterns

From the last 200 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Ancient −79 ELO
39 matches · 54% win rate
In match 3 of the day −51 ELO
25 matches · 36% win rate
On Mondays −49 ELO, win rate 40%

Jekkly loses the most ELO on Ancient: −79 ELO, 54% win rate

Records and milestones

from recorded matches
  1. Most kills in a match: 41 · Nuke
  2. Longest win streak: 7 wins in a row · Cache
  3. Highest rating in a match: 2.38 · Inferno

Maps in detail

from the last 200 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 245
47% better than 36%
0.85 better than 93%
89.6 better than 91%
1.17 better than 91%
49% of 274 duels better than 44%
50% of 30 situations better than 83%
Ancient39
54% better than 61%
0.91 better than 99%
94.7 better than 96%
1.25 better than 98%
56% of 216 duels better than 77%
38% of 24 situations right on the average
Mirage38
32% better than 3%
0.82 better than 86%
88.9 better than 87%
1.10 better than 77%
56% of 217 duels better than 79%
40% of 20 situations better than 55%
Nuke27
67% better than 80%
0.95 better than 96%
99.6 better than 96%
1.33 better than 96%
63% of 134 duels better than 91%
43% of 23 situations better than 63%
Anubis17
47% better than 35%
0.95 better than 99%
98.0 better than 98%
1.28 better than 97%
65% of 110 duels better than 97%
33% of 6 situations better than 40%
Inferno17
41% better than 14%
0.79 better than 77%
82.2 better than 61%
1.09 better than 69%
39% of 79 duels better than 4%
25% of 8 situations better than 22%
Cache12
83% -
0.89 -
91.0 -
1.21-
58% of 59 duels -
33% of 6 situations -
Vertigo5
40% -
0.89 -
92.8 -
1.19-
70% of 27 duels -
20% of 5 situations -

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

How Jekkly plays

Across 200 matches Jekkly averages K/R 0.88, ADR 92.1 and a rating of 1.20. Biggest strength: Rating at 1.20, better than 97% of level 9 players. Most room to improve: Deaths per round at 75%, better than only 17% of level 9 players. Averages 19.7 kills per match with 50% headshots. The strongest map is Cache with a 83% win rate in 12 matches. In 121 of 200 matches the rating was 1.10 or higher (61%), in 45 it was below 0.90. In 180 matches with detailed stats: 57 4Ks and 5 aces. Jekkly loses the most ELO on Ancient (−79 ELO, win rate 54%). Things go best in match 1 of the day (+3 ELO, win rate 66%). Match no. 1 of the day goes best: 66% win rate, +3 ELO.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 9): 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.