Quakkeee

Russia
21 matches tracked 21 matches in 30 days
Last updated:

How does Quakkeee play?

Rating 1.03 K/R 0.71 ADR 78.8 from 21 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 63%
1.03
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. 76%
Rating distribution from 21 matches
outstanding 1.80 and up 5% strong 1.30 to 1.79 14% good 1.10 to 1.29 10% normal 0.90 to 1.09 48% weak 0.75 to 0.89 10% very weak below 0.75 14%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 8 average.
Clutcher
better than most on level 8 about average weaker than most
Level 8

Compared with 1,213 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

55% of opening duels won and so clearly above the average (50%).

Rounds with first kill 9%−1 pp · Ø 10% better than 33%
Opening duels won 55%+5 pp · Ø 50% better than 85%

Clutch

Strength
Last one alive

2.8 clutch kills per match and so well above the average (1.7).

Clutch 1v1 won 47%+9 pp · Ø 38% better than 89%
Clutch 1v2 won 37%+16 pp · Ø 21% better than 99%
Clutch kills per match 2.8+1.1 · Ø 1.7 better than 99%

Weapons and aim

Average
Where do the kills come from?

38% headshots and so well below the average (47%).

Headshot rate 38%−9 pp · Ø 47% better than 8%
AWP share of kills 5%−6 pp · Ø 11% better than 31%
K/D 1.05+0.06 · Ø 0.99 better than 70%
Pistol kills per match 2.7

Impact

Average
Damage and big rounds

Exactly 2 kills in 10.7% of rounds and so well below the average (13.1%).

2K rounds 10.7%−2.4 pp · Ø 13.1% better than 5%
3K rounds 4.5%+0.6 pp · Ø 3.9% better than 75%
MVPs per match 2.5+0.3 · Ø 2.2 better than 79%
4Ks and aces 5x 4K, 0 aces in 21 matches

Utility and deaths

Average
Nades, flashes and deaths

47% of nades dealing damage or blinding and so well above the average (36%).

Utility hit rate 47%+11 pp · Ø 36% better than 99%
Utility damage per round 4.5+0.3 · Ø 4.2 better than 62%
Enemies flashed per round 0.28+0.01 · Ø 0.27 better than 55%
Deaths per round 67%−6 pp · Ø 73% better than 96%

Patterns

Soon this shows where Quakkeee 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 16 of 20.

Records and milestones

from recorded matches
  1. Most kills in a match: 26 · Mirage
  2. Highest rating in a match: 1.88 · Dust 2
  3. Longest win streak: 3 wins in a row · Mirage

Maps in detail

from the last 21 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 216
75% better than 98%
0.72 better than 48%
78.9 better than 46%
1.07 better than 70%
55% of 69 duels better than 75%
56% of 9 situations better than 89%
Mirage4
75% -
0.67 -
80.2 -
0.94-
57% of 7 duels -
40% of 5 situations -

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

How Quakkeee plays

Across 21 matches Quakkeee averages K/R 0.71, ADR 78.8 and a rating of 1.03. Biggest strength: Utility hit rate at 47%, better than 99% of level 8 players. Most room to improve: Headshot rate at 38%, better than only 8% of level 8 players. Averages 16.3 kills per match with 38% headshots. In 6 of 21 matches the rating was 1.10 or higher (29%), in 5 it was below 0.90. In 21 matches with detailed stats: 5 4Ks and 0 aces. Last 30 days: 21 matches, win rate 71%, net ELO +22.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 8): 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.