LCK

GE
50 matches tracked
Last updated:

How does LCK play?

K/R 0.80 ADR 84.8 from 50 matches
Player type
Hits the head
Higher headshot rate than the level 10 average.
Headshots
better than most on level 10 midfield weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (0 matches).

Weapons and aim

Average
Where do the kills come from?
Headshot rate 60%+9 pp better than 93%
K/D 1.08+0.05 better than 64%
Pistol kills per match 3.1

Impact

Strength
Damage and big rounds
MVPs per match 2.6+0.3 better than 77%

Utility and deaths

Weakness
Nades, flashes and deaths
Rounds with a death 74%+2.0 pp better than 18%

Progress

One value per month, dashed line is the Level 10 average
▲ Improved
Nothing clear
= Stayed the same
Nothing clear
▼ Got worse
Nothing clear

Last 3 months compared with the first months with matches.

Kills per round (K/R)

0.84
NovDecJanFebMarAprMayJunJulAugSepOct

Best month: May 2026 with 0.84.

Patterns

From the last 50 matches, each row based on 20+ matches.

Where does the ELO go?

Nothing clear

Nothing clear

Records and milestones

from recorded matches
  1. Most kills in a match: 29 · Cache
  2. Longest win streak: 5 wins in a row · Cache

Maps in detail

from the last 50 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
Mirage22
50% better than 42%
0.78 better than 67%
83.2 better than 63%
-
-
-
Dust 212
33% –
0.81 –
87.3 –
-
-
-
Anubis5
80% –
0.89 –
88.5 –
-
-
-
Cache5
60% –
0.84 –
83.7 –
-
-
-
Ancient4
75% –
0.78 –
85.8 –
-
-
-

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

How LCK plays

Biggest strength: Headshot rate at 60%. That is better than 93% of players on level 10. Most room to improve: Rounds with a death at 74%. That is better than only 18% of players on level 10. On average 18.8 kills per match, 60% of them headshots. The strongest map is Mirage with a 50% win rate in 22 matches. Things go best from match 5 of the day (±0 ELO, win rate 57%).

How to read the numbers

Next to each value is the comparison with players on the same FACEIT level (here level 10): better than 30 % means 30 % of them are weaker, Top 12 % means better than 88 %. Green from better than 60 %, red up to 40 %, gray in between. A comparison needs at least 20 matches in the period. If a level has too few players, the neighbouring levels count too.

Rounds with first kill
Share of rounds with the first kill of the round.
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.
Rounds with 2K
Share of rounds with exactly 2 kills.
Rounds with 3K
Share of rounds with exactly 3 kills.
MVPs per match
Round MVPs per match on average.
Utility with impact
Share of nades that deal damage or blind.
Utility damage per round
Damage from grenades and molotovs per round.
Enemies flashed per round
Enemies flashed per round on average.
Rounds with a death
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 at least a normal rating (0.90 and up).
Pistol kills per match
Pistol kills per match on average. No comparison with other players.