S0UTH4TLANTA

Sweden
42 matches tracked
Last updated:

How does S0UTH4TLANTA play?

Rating 0.40 (from 1 matches) K/R 0.90 ADR 95.7 from 42 matches
RatingCalculated with the HLTV Rating 1.0 formula from kills, deaths and multi-kills per round. 1.00 is an average match.
0.40
Player type
Often gets several kills in one round
More 4Ks and aces per 100 rounds than the level 8 average. More 1v1 and 1v2 wins than the level 8 average. More damage per round than the level 8 average.
Multi-killsClutcherDamage
better than most on level 8 midfield weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (17 matches).

Opening

The first duels of the round
Rounds with first kill 9% no comparison
Opening duels won 48% no comparison

Clutch

Last one alive
Clutch 1v1 won 47% no comparison
Clutch 1v2 won 25% no comparison
Clutch kills per match 1.6 no comparison

Weapons and aim

Strength
Where do the kills come from?
Headshot rate 53%+6 pp better than 81%
AWP share of kills 2% no comparison
K/D 1.19+0.19 better than 95%
Pistol kills per match 3.3

Impact

Strength
Damage and big rounds
Rounds with 2K 14.2% no comparison
Rounds with 3K 4.3% no comparison
MVPs per match 3.0+0.8 better than 98%
4Ks and aces 8x 4K, 0 aces in 17 matches

Utility and deaths

Weakness
Nades, flashes and deaths
Utility with impact 44% no comparison
Utility damage per round 3.0 no comparison
Enemies flashed per round 0.39 no comparison
Rounds with a death 75%+3.0 pp better than 20%

Progress

One value per month, dashed line is the Level 8 average
▲ Improved
Headshots +5 pp
= Stayed the same
Nothing clear
▼ Got worse
K/R −0.12, ADR −12.1, Win rate −14 pp

Aug to Oct 2026 compared with Jul 2026.

Kills per round (K/R)

0.85
NovDecJanFebMarAprMayJunJulAugSepOct

Best month: July 2026 with 0.96. Last 3 months: 0.84 (at the start 0.96).

Patterns

From the last 42 matches, each row based on 20+ matches.

Where does the ELO go?

Nothing clear

Nothing clear

Records and milestones

from recorded matches
  1. Highest rating in a match: 0.40 · Ancient
  2. Longest win streak: 5 wins in a row · Cache
  3. Most kills in a match: 33 · Mirage

Maps in detail

from the last 42 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% –
0.86 –
92.9 –
-
45% of 29 duels –
50% of 4 situations –
Mirage9
56% –
0.84 –
88.8 –
-
55% of 38 duels –
50% of 4 situations –
Ancient6
50% –
0.87 –
101.0 –
0.40–
52% of 29 duels –
33% of 6 situations –
Nuke6
67% –
0.93 –
94.3 –
-
54% of 28 duels –
25% of 4 situations –
Anubis5
0% –
0.89 –
97.8 –
-
42% of 24 duels –
33% of 6 situations –
Cache5
80% –
1.12 –
113.7 –
-
70% of 20 duels –
33% of 3 situations –

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

How S0UTH4TLANTA plays

Across 42 matches S0UTH4TLANTA averages K/R 0.90 and ADR 95.7; the rating across the 1 rated matches is 0.40. Biggest strength: Damage per round (ADR) at 95.7. That is better than 98% of players on level 8. Most room to improve: Rounds with a death at 75%. That is better than only 20% of players on level 8. On average 18.8 kills per match, 53% of them headshots. In 17 matches with detailed stats: 8 4Ks and 0 aces. Improved over the last three months: Headshots +5 pp. Got weaker: K/R −0.12, ADR −12.1, Win rate −14 pp. Last 30 days: 1 matches, win rate 0%, ELO balance ±0.

How to read the numbers

Next to each value is the comparison 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 from better than 60 %, red up to 40 %, gray in between. A comparison needs at least 20 matches in the period. If a level has too few players, the neighbouring levels count too.

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.