Mandingdong

Kiribati
143 matches tracked 58 matches in 30 days
ELO ▼ 21
2,004
30-day peak: 2,025
Rank EU
#252,095
Kiribati #137 in Kiribati
Last updated:

How does Mandingdong play?

Rating 1.09 K/R 0.81 ADR 90.4 from 143 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 75%
1.09
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.40 ConsistencyShare of matches with a rating of 0.90 or higher. 67%
Rating distribution from 143 matches
outstanding 1.80 and up 6% strong 1.30 to 1.79 24% good 1.10 to 1.29 17% normal 0.90 to 1.09 20% weak 0.75 to 0.89 14% very weak below 0.75 19%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 10 · 2,001-2,249 ELO average. More damage per round than the level 10 · 2,001-2,249 ELO average. Higher headshot rate than the level 10 · 2,001-2,249 ELO average.
Multi-killsDamageHeadshots
better than most on level 10 · 2,001-2,249 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (122 matches).

2,001-2,249 ELO

Compared with 2,069 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

52% of opening duels won and so just above the average (51%).

Rounds with first kill 10%0 pp · Ø 10% right on the average
Opening duels won 52%+1 pp · Ø 51% better than 59%

Clutch

Average
Last one alive

31% of 1v1s won and so clearly below the average (39%).

Clutch 1v1 won 31%−8 pp · Ø 39% better than 16%
Clutch 1v2 won 21%0 pp · Ø 21% right on the average
Clutch kills per match 1.5−0.2 · Ø 1.7 better than 36%

Weapons and aim

Average
Where do the kills come from?

55% headshots and so well above the average (49%).

Headshot rate 55%+6 pp · Ø 49% better than 82%
AWP share of kills 2%−9 pp · Ø 11% better than 11%
K/D 1.06+0.03 · Ø 1.03 better than 63%
Pistol kills per match 2.8

Impact

Strength
Damage and big rounds

Exactly 2 kills in 15.3% of rounds and so clearly above the average (13.4%).

2K rounds 15.3%+1.9 pp · Ø 13.4% better than 87%
3K rounds 4.4%+0.3 pp · Ø 4.1% better than 65%
MVPs per match 2.7+0.4 · Ø 2.3 better than 86%
4Ks and aces 39x 4K, 0 aces in 122 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 76% of rounds and so well above the average (72%). Lower is better.

Utility hit rate 39%+4 pp · Ø 35% better than 76%
Utility damage per round 5.6+1.3 · Ø 4.3 better than 83%
Enemies flashed per round 0.46+0.17 · Ø 0.29 better than 88%
Deaths per round 76%+4 pp · Ø 72% better than 9%

Progress

One value per month, dashed line is the level 10 · 2,001-2,249 ELO average
▲ Improved
ELO +50
= Stayed the same
ADR at 89.1
▼ Got worse
K/R −0.04, Rating −0.05, Headshots −2 pp, Win rate −13 pp

Sep to Nov 2026 compared with May to Aug 2026.

Kills per round (K/R)

0.78
MayJunJulAugSepOctNov

Best month: July 2026 with 0.95. Last 3 months: 0.79 (at the start 0.83). Clearly above the average (0.74).

Patterns

From the last 143 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

From match 5 of the day −114 ELO
30 matches · 33% win rate
On Mirage −75 ELO
43 matches · 44% win rate
Between 18:00 and 24:00 −146 ELO, win rate 43%
On Mondays −58 ELO, win rate 26%

Mandingdong loses the most ELO from match 5 of the day: −114 ELO, 33% win rate

Records and milestones

from recorded matches
  1. Most kills in a match: 37 · Mirage
  2. Recorded match no. 100 · Mirage
  3. Reached level 10 · Cache
  4. Longest win streak: 5 wins in a row · Mirage
  5. Highest rating in a match: 2.53 · Ancient

Maps in detail

from the last 143 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
Mirage43
44% better than 24%
0.82 better than 82%
93.3 better than 93%
1.13 better than 80%
54% of 176 duels better than 68%
29% of 24 situations better than 24%
Inferno33
58% better than 70%
0.83 better than 77%
91.3 better than 83%
1.11 better than 61%
51% of 164 duels better than 37%
35% of 17 situations better than 43%
Ancient32
53% better than 55%
0.85 better than 89%
94.9 better than 93%
1.14 better than 82%
53% of 162 duels better than 60%
38% of 21 situations right on the average
Cache14
43% -
0.79 -
86.9 -
1.07-
43% of 47 duels -
31% of 13 situations -
Anubis12
42% -
0.76 -
84.4 -
1.01-
60% of 43 duels -
33% of 3 situations -
Dust 24
50% -
0.66 -
79.0 -
0.88-
54% of 13 duels -
0% of 3 situations -
Nuke4
0% -
0.52 -
56.5 -
0.67-
31% of 16 duels -
0% of 1 situations -

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

How Mandingdong plays

Across 143 matches Mandingdong averages K/R 0.81, ADR 90.4 and a rating of 1.09. Biggest strength: Damage per round (ADR) at 90.4, better than 91% of level 10 · 2,001-2,249 ELO players. Most room to improve: Deaths per round at 76%, better than only 9% of level 10 · 2,001-2,249 ELO players. Averages 17.5 kills per match with 55% headshots. The strongest map is Inferno with a 58% win rate in 33 matches. In 67 of 143 matches the rating was 1.10 or higher (47%), in 47 it was below 0.90. In 122 matches with detailed stats: 39 4Ks and 0 aces. Best month by rating: July 2026 at 1.33. Mandingdong loses the most ELO from match 5 of the day (−114 ELO, win rate 33%). Things go best in match 2 of the day (+87 ELO, win rate 53%). Match no. 2 of the day goes best: 53% win rate, +87 ELO. Improved over the last three months: ELO +50. Got weaker: K/R −0.04, Rating −0.05, Headshots −2 pp, Win rate −13 pp. Unchanged in recent months: ADR at 89.1. Last 30 days: 58 matches, win rate 40%, net ELO −122.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,001-2,249 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.