Makenzo

KZ
42 matches tracked 20 matches in 30 days
Last updated:

How does Makenzo play?

Rating 0.92 K/R 0.68 ADR 75.9 from 42 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 18%
0.92
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.33 ConsistencyShare of matches with a rating of 0.90 or higher. 45%
Rating distribution from 42 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 10% good 1.10 to 1.29 14% normal 0.90 to 1.09 21% weak 0.75 to 0.89 26% very weak below 0.75 29%
better than most on level 6 about average weaker than most
Level 6

Compared with 996 players in this group, each player over up to their last 100 matches.

Opening

Weakness
The first duels of the round

45% of opening duels won and so clearly below the average (50%).

Rounds with first kill 8%−2 pp · Ø 10% better than 23%
Opening duels won 45%−5 pp · Ø 50% better than 14%

Clutch

Average
Last one alive

28% of 1v1s won and so well below the average (39%).

Clutch 1v1 won 28%−11 pp · Ø 39% better than 10%
Clutch 1v2 won 26%+4 pp · Ø 22% better than 77%
Clutch kills per match 1.8+0.1 · Ø 1.7 better than 64%

Weapons and aim

Average
Where do the kills come from?

0.90 K/D and so slightly below the average (0.99).

Headshot rate 48%+2 pp · Ø 46% better than 67%
AWP share of kills 12%+1 pp · Ø 11% better than 62%
K/D 0.90−0.09 · Ø 0.99 better than 18%
Pistol kills per match 1.9
Knife kills 6 in 42 matches

Impact

Weakness
Damage and big rounds

1.6 MVPs per match and so well below the average (2.2).

2K rounds 11.5%−1.4 pp · Ø 12.9% better than 15%
3K rounds 3.3%−0.6 pp · Ø 3.9% better than 27%
MVPs per match 1.6−0.6 · Ø 2.2 better than 3%
4Ks and aces 7x 4K, 0 aces in 42 matches

Utility and deaths

Average
Nades, flashes and deaths

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

Utility hit rate 32%−3 pp · Ø 35% better than 33%
Utility damage per round 4.3+0.2 · Ø 4.1 better than 59%
Enemies flashed per round 0.29+0.03 · Ø 0.26 better than 63%
Deaths per round 75%+3 pp · Ø 72% better than 25%

Progress

One value per month, dashed line is the level 6 average
Whether Makenzo 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: 42 matches, all from the last 3 months.

Kills per round (K/R)

0.71
AugSepOct

Patterns

Soon this shows where Makenzo 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 12 of 20.

Records and milestones

from recorded matches
  1. Most kills in a match: 27 · Anubis
  2. Longest win streak: 4 wins in a row · Mirage
  3. Highest rating in a match: 1.78 · Ancient

Maps in detail

from the last 42 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 212
25% -
0.66 -
75.5 -
0.88-
44% of 52 duels -
25% of 4 situations -
Mirage12
58% -
0.66 -
72.9 -
0.89-
46% of 50 duels -
38% of 8 situations -
Ancient9
44% -
0.71 -
80.4 -
0.95-
44% of 32 duels -
38% of 8 situations -
Anubis4
25% -
0.76 -
79.0 -
1.08-
46% of 13 duels -
0% of 2 situations -
Nuke4
50% -
0.63 -
68.3 -
0.85-
40% of 10 duels -
0% of 3 situations -

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

How Makenzo plays

Across 42 matches Makenzo averages K/R 0.68, ADR 75.9 and a rating of 0.92. Most room to improve: Clutch 1v1 won at 28%, better than only 10% of level 6 players. Averages 14.9 kills per match with 48% headshots. The strongest map is Mirage with a 58% win rate in 12 matches. In 10 of 42 matches the rating was 1.10 or higher (24%), in 23 it was below 0.90. In 42 matches with detailed stats: 7 4Ks and 0 aces. Last 30 days: 20 matches, win rate 45%, net ELO −53.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 6): 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.