Riffzip

TH
41 matches tracked 41 matches in 30 days
Last updated:

How does Riffzip play?

Rating 0.89 K/R 0.62 ADR 68.7 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 13% on level 6
0.89
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.27 ConsistencyShare of matches with at least a normal rating (0.90 and up). 44%
Rating spread from 41 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 5% good 1.10 to 1.29 20% normal 0.90 to 1.09 20% weak 0.75 to 0.89 24% very weak below 0.75 32%
Player type
Hits the head
Higher headshot rate than the level 6 average. Rarely on the AWP.
HeadshotsRifler
better than most on level 6 midfield weaker than most

Opening

Weakness
The first duels of the round
Rounds with first kill 6%−4 pp better than 4%
Opening duels won 41%−9 pp better than 3%

Clutch

Average
Last one alive
Clutch 1v1 won 32%−7 pp better than 21%
Clutch 1v2 won 30%+8 pp better than 93%
Clutch kills per match 1.5−0.2 better than 41%

Weapons and aim

Average
Where do the kills come from?
Headshot rate 52%+7 pp better than 84%
AWP share of kills 2%−9 pp better than 13%
K/D 0.87−0.11 better than 13%
Pistol kills per match 2.6

Impact

Weakness
Damage and big rounds
Rounds with 2K 9.8%−3.1 pp better than 2%
Rounds with 3K 3.2%−0.6 pp better than 26%
MVPs per match 1.5−0.7 better than 2%
4Ks and aces 5x 4K, 1 ace in 41 matches

Utility and deaths

Average
Nades, flashes and deaths
Utility with impact 43%+8 pp better than 91%
Utility damage per round 3.2−0.9 better than 33%
Enemies flashed per round 0.50+0.24 better than 93%
Rounds with a death 72%−1 pp better than 64%

Patterns

From the last 41 matches, each row based on 20+ matches. Times in Berlin time.

Where does the ELO go?

Nothing clear

Nothing clear

Records and milestones

from recorded matches
  1. Most kills in a match: 28 · Cache
  2. Highest rating in a match: 1.57 · Cache
  3. Longest win streak: 5 wins in a row · Ancient

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
Cache10
80% -
0.68 -
71.1 -
1.03-
50% of 34 duels -
20% of 5 situations -
Mirage10
40% -
0.52 -
58.4 -
0.73-
38% of 26 duels -
43% of 7 situations -
Ancient8
38% -
0.58 -
70.9 -
0.75-
33% of 45 duels -
0% of 4 situations -
Dust 25
40% -
0.66 -
72.7 -
0.95-
56% of 9 duels -
50% of 2 situations -
Inferno5
40% -
0.69 -
74.4 -
0.98-
50% of 8 duels -
-
Anubis3
33% -
0.71 -
73.1 -
1.08-
30% of 10 duels -
100% of 1 situations -

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

How Riffzip plays

Across 41 matches Riffzip averages K/R 0.62, ADR 68.7 and a rating of 0.89. Biggest strength: Utility with impact at 43%. That is better than 91% of players on level 6. Most room to improve: Opening duels won at 41%. That is better than only 3% of players on level 6. On average 14.2 kills per match, 52% of them headshots. The strongest map is Cache with a 80% win rate in 10 matches. In 10 of 41 matches the rating was 1.10 or higher (24%), in 23 it was below 0.90. In 41 matches with detailed stats: 5 4Ks and 1 aces. Best month by rating: October 2026 at 0.89. Last 30 days: 41 matches, win rate 49%, ELO balance −51.

How to read the numbers

Next to each value is the comparison 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 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.