Melzs666

Russia
41 matches tracked
Last updated:

How does Melzs666 play?

Rating 0.65 (from 20 matches) K/R 0.48 ADR 58.7 from 41 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 1% on level 5
0.65
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.19 ConsistencyShare of matches with at least a normal rating (0.90 and up). 10%
Rating spread from 20 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 0% good 1.10 to 1.29 5% normal 0.90 to 1.09 5% weak 0.75 to 0.89 15% very weak below 0.75 75%
Player type
Rifler through and through
Rarely on the AWP.
Rifler
better than most on level 5 midfield weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (20 matches).

Opening

Weakness
The first duels of the round
Rounds with first kill 6%−4 pp better than 5%
Opening duels won 35%−14 pp better than 1%

Clutch

Weakness
Last one alive
Clutch 1v1 won 14%−24 pp better than 1%
Clutch 1v2 won 0%−21 pp better than 1%
Clutch kills per match 0.8−0.8 better than 1%

Weapons and aim

Average
Where do the kills come from?
Headshot rate 44%0 pp level
AWP share of kills 4%−6 pp better than 23%
K/D 0.65−0.31 better than 1%
Pistol kills per match 1.8

Impact

Weakness
Damage and big rounds
Rounds with 2K 8.2%−4.5 pp better than 1%
Rounds with 3K 1.4%−2.3 pp better than 1%
MVPs per match 1.4−0.7 better than 1%
4Ks and aces 0x 4K, 0 aces in 20 matches

Utility and deaths

Average
Nades, flashes and deaths
Utility with impact 33%−2 pp better than 40%
Utility damage per round 5.4+1.5 better than 80%
Enemies flashed per round 0.15−0.10 better than 24%
Rounds with a death 75%+2 pp better than 30%

Progress

One value per month, dashed line is the Level 5 average
▲ Improved
Headshots +10 pp, Win rate +3 pp
= Stayed the same
ELO at 1,070
▼ Got worse
K/R −0.05, ADR −6.4

Aug 2026 compared with Jul 2026.

Kills per round (K/R)

0.46
MayJunJulAugSepOct

Last 3 months: 0.46 (at the start 0.51).

Patterns

Soon this shows where Melzs666 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 10 of 20.

Records and milestones

from recorded matches
  1. Highest rating in a match: 1.17 · Inferno
  2. Longest win streak: 4 wins in a row · Inferno
  3. Most kills in a match: 23 · Mirage

Maps in detail

from the last 41 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 210
50% -
0.42 -
54.3 -
0.69-
27% of 37 duels -
0% of 2 situations -
Mirage10
40% -
0.58 -
61.1 -
0.67-
48% of 31 duels -
11% of 9 situations -
Inferno9
78% -
0.55 -
68.9 -
0.75-
35% of 34 duels -
33% of 3 situations -
Anubis6
67% -
0.45 -
56.7 -
0.40-
46% of 13 duels -
-
Ancient5
60% -
0.38 -
48.8 -
0.59-
26% of 19 duels -
33% of 3 situations -

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

How Melzs666 plays

Across 41 matches Melzs666 averages K/R 0.48 and ADR 58.7; the rating across the 20 rated matches is 0.65. Biggest strength: Utility damage per round at 5.4. That is better than 80% of players on level 5. Most room to improve: Rating at 0.65. That is better than only 1% of players on level 5. On average 10.4 kills per match, 44% of them headshots. The strongest map is Dust 2 with a 50% win rate in 10 matches. In 1 of 20 matches the rating was 1.10 or higher (5%), in 18 it was below 0.90. In 20 matches with detailed stats: 0 4Ks and 0 aces. Improved over the last three months: Headshots +10 pp, Win rate +3 pp. Got weaker: K/R −0.05, ADR −6.4. Unchanged in recent months: ELO at 1,070.

How to read the numbers

Next to each value is the comparison with players on the same FACEIT level (here level 5): 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.