M0tz-

Sweden
139 matches tracked 16 matches in 30 days
Last updated:

How does M0tz- play?

Rating 0.94 (from 28 matches) K/R 0.69 ADR 76.0 from 139 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 16% on level 9
0.94
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.35 ConsistencyShare of matches with at least a normal rating (0.90 and up). 43%
Rating spread from 28 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 21% good 1.10 to 1.29 4% normal 0.90 to 1.09 18% weak 0.75 to 0.89 32% very weak below 0.75 25%
Player type
Goes in first and opens the round
More first kills per match than the level 9 average. Higher headshot rate than the level 9 average. Rarely on the AWP.
EntryHeadshotsRifler
better than most on level 9 midfield weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (99 matches).

Opening

Average
The first duels of the round
Rounds with first kill 12%+2 pp better than 77%
Opening duels won 49%−1 pp better than 36%

Clutch

Average
Last one alive
Clutch 1v1 won 42%+3 pp better than 70%
Clutch 1v2 won 18%−3 pp better than 29%
Clutch kills per match 1.2−0.4 better than 13%

Weapons and aim

Average
Where do the kills come from?
Headshot rate 61%+13 pp better than 97%
AWP share of kills 3%−8 pp better than 18%
K/D 0.89−0.11 better than 9%
Pistol kills per match 3.0
Knife kills 2 in 139 matches

Impact

Average
Damage and big rounds
Rounds with 2K 12.4%−0.7 pp better than 26%
Rounds with 3K 4.0%+0.1 pp better than 51%
MVPs per match 1.9−0.4 better than 11%
4Ks and aces 17x 4K, 0 aces in 99 matches

Utility and deaths

Weakness
Nades, flashes and deaths
Utility with impact 31%−4 pp better than 22%
Utility damage per round 2.6−1.7 better than 12%
Enemies flashed per round 0.16−0.12 better than 19%
Rounds with a death 78%+6 pp better than 3%

Progress

One value per month, dashed line is the Level 9 average
▲ Improved
K/R +0.05, ADR +4.7, Headshots +4 pp
= Stayed the same
Win rate at 49%
▼ Got worse
ELO −110

Aug to Oct 2026 compared with Jun to Jul 2026.

Kills per round (K/R)

0.71
MayJunJulAugSepOct

Best month: August 2026 with 0.71. Last 3 months: 0.71 (at the start 0.66).

Patterns

From the last 139 matches, each row based on 20+ matches. Times in Berlin time.

Where does the ELO go?

On Nuke −96 ELO
20 matches · 50% wins
On Inferno −49 ELO
22 matches · 45% wins
On Tuesdays −33 ELO, win rate 35%

M0tz- loses the most ELO on Nuke: −96 ELO, 50% wins

Records and milestones

from recorded matches
  1. Longest win streak: 5 wins in a row · Vertigo
  2. Highest rating in a match: 1.61 · Nuke
  3. Most kills in a match: 29 · Nuke

Maps in detail

from the last 139 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
Mirage42
60% better than 82%
0.70 better than 33%
79.1 better than 46%
0.89-
48% of 219 duels better than 36%
71% of 14 situations better than 98%
Inferno22
45% better than 25%
0.70 better than 36%
73.1 better than 15%
0.98-
42% of 101 duels better than 9%
33% of 6 situations better than 37%
Nuke20
50% better than 33%
0.75 better than 44%
80.4 better than 40%
1.10-
60% of 83 duels better than 83%
17% of 6 situations better than 10%
Ancient16
13% better than 1%
0.60 better than 3%
67.5 better than 3%
0.87-
31% of 62 duels better than 1%
13% of 8 situations better than 4%
Anubis12
42% -
0.68 -
77.5 -
0.87-
40% of 68 duels -
29% of 7 situations -
Vertigo11
73% -
0.68 -
75.4 -
0.99-
56% of 61 duels -
100% of 1 situations -
Dust 210
70% -
0.69 -
72.5 -
0.78-
50% of 50 duels -
57% of 7 situations -
Cache5
0% -
0.71 -
73.1 -
-
75% of 16 duels -
0% of 1 situations -

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

How M0tz- plays

Across 139 matches M0tz- averages K/R 0.69 and ADR 76.0; the rating across the 28 rated matches is 0.94. Biggest strength: Headshot rate at 61%. That is better than 97% of players on level 9. Most room to improve: Rounds with a death at 78%. That is better than only 3% of players on level 9. On average 15.2 kills per match, 61% of them headshots. The strongest map is Vertigo with a 73% win rate in 11 matches. In 7 of 28 matches the rating was 1.10 or higher (25%), in 16 it was below 0.90. In 99 matches with detailed stats: 17 4Ks and 0 aces. Best month by rating: September 2026 at 0.96. M0tz- loses the most ELO on Nuke (−96 ELO, win rate 50%). Things go best on Mirage (+68 ELO, win rate 60%). Improved over the last three months: K/R +0.05, ADR +4.7, Headshots +4 pp. Got weaker: ELO −110. Unchanged in recent months: Win rate at 49%. Last 30 days: 16 matches, win rate 44%, ELO balance −20.

How to read the numbers

Next to each value is the comparison 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 only from better than 75 % with a noticeable gap to the average, red the other way round up to 25 %, otherwise gray. A comparison needs at least 20 matches in the period. If a level has too few players, the neighbouring 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 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.