Mode_est

NP
28 matches tracked 24 matches in 30 days
Last updated:

How does Mode_est play?

Rating 0.76 K/R 0.56 ADR 67.4 from 28 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 6%
0.76
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.36 ConsistencyShare of matches with a rating of 0.90 or higher. 32%
Rating distribution from 28 matches
outstanding 1.80 and up 4% strong 1.30 to 1.79 4% good 1.10 to 1.29 4% normal 0.90 to 1.09 21% weak 0.75 to 0.89 11% very weak below 0.75 57%
better than most on level 2 about average weaker than most
Level 2

Compared with 636 players in this group, each player over up to their last 100 matches.

Opening

Weakness
The first duels of the round

First kill in 6% of rounds and so well below the average (9%).

Rounds with first kill 6%−3 pp · Ø 9% better than 10%
Opening duels won 40%−8 pp · Ø 48% better than 10%

Clutch

Average
Last one alive

14% of 1v2s won and so clearly below the average (19%).

Clutch 1v1 won 33%−3 pp · Ø 36% better than 35%
Clutch 1v2 won 14%−5 pp · Ø 19% better than 20%
Clutch kills per match 1.5−0.1 · Ø 1.6 better than 51%

Weapons and aim

Weakness
Where do the kills come from?

27% headshots and so well below the average (41%).

Headshot rate 27%−14 pp · Ø 41% better than 2%
AWP share of kills 7%−3 pp · Ø 10% better than 38%
K/D 0.72−0.19 · Ø 0.91 better than 5%
Pistol kills per match 1.3

Impact

Weakness
Damage and big rounds

1.1 MVPs per match and so well below the average (1.9).

2K rounds 9.6%−2.3 pp · Ø 11.9% better than 10%
3K rounds 1.9%−1.6 pp · Ø 3.5% better than 5%
MVPs per match 1.1−0.8 · Ø 1.9 better than 1%
4Ks and aces 2x 4K, 1 ace in 28 matches

Utility and deaths

Weakness
Nades, flashes and deaths

25% of nades dealing damage or blinding and so well below the average (32%).

Utility hit rate 25%−7 pp · Ø 32% better than 10%
Utility damage per round 2.0−1.3 · Ø 3.3 better than 21%
Enemies flashed per round 0.09−0.13 · Ø 0.22 better than 18%
Deaths per round 78%+4 pp · Ø 74% better than 17%

Patterns

Soon this shows where Mode_est loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Ancient with 8 of 20.

Records and milestones

from recorded matches
  1. Longest win streak: 4 wins in a row · Nuke
  2. Most kills in a match: 23 · Ancient
  3. Highest rating in a match: 2.07 · Ancient

Maps in detail

from the last 28 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
Ancient8
50% -
0.64 -
68.1 -
0.83-
37% of 35 duels -
0% of 3 situations -
Anubis5
60% -
0.58 -
72.2 -
0.85-
35% of 17 duels -
0% of 3 situations -
Mirage4
50% -
0.43 -
59.2 -
0.55-
50% of 10 duels -
50% of 2 situations -
Cache3
67% -
0.67 -
76.2 -
0.86-
57% of 7 duels -
40% of 5 situations -
Dust 23
67% -
0.46 -
64.6 -
0.70-
50% of 6 duels -
100% of 1 situations -
Inferno3
67% -
0.63 -
69.8 -
0.86-
40% of 10 duels -
0% of 1 situations -

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

How Mode_est plays

Across 28 matches Mode_est averages K/R 0.56, ADR 67.4 and a rating of 0.76. Most room to improve: Headshot rate at 27%, better than only 2% of level 2 players. Averages 11.6 kills per match with 27% headshots. In 3 of 28 matches the rating was 1.10 or higher (11%), in 19 it was below 0.90. In 28 matches with detailed stats: 2 4Ks and 1 ace. Last 30 days: 24 matches, win rate 58%, net ELO +52.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 2): 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.