SystemFail

Afghanistan
32 matches tracked
Last updated:

How does SystemFail play?

Rating 1.15 K/R 0.81 ADR 87.6 from 32 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 96%
1.15
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. 72%
Rating distribution from 32 matches
outstanding 1.80 and up 6% strong 1.30 to 1.79 13% good 1.10 to 1.29 38% normal 0.90 to 1.09 16% weak 0.75 to 0.89 16% very weak below 0.75 13%
Player type
Clicks heads
Higher headshot rate than the level 7 average.
Headshots
better than most on level 7 about average weaker than most
Level 7

Compared with 1,190 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

63% of opening duels won and so well above the average (51%).

Rounds with first kill 12%+2 pp · Ø 10% better than 80%
Opening duels won 63%+12 pp · Ø 51% better than 99%

Clutch

Average
Last one alive

28% of 1v1s won and so well below the average (38%).

Clutch 1v1 won 28%−10 pp · Ø 38% better than 9%
Clutch 1v2 won 21%−1 pp · Ø 22% better than 51%
Clutch kills per match 1.70.0 · Ø 1.7 right on the average

Weapons and aim

Strength
Where do the kills come from?

1.18 K/D and so clearly above the average (1.00).

Headshot rate 52%+6 pp · Ø 46% better than 80%
AWP share of kills 10%−1 pp · Ø 11% better than 58%
K/D 1.18+0.18 · Ø 1.00 better than 96%
Pistol kills per match 2.9
Knife kills 2 in 32 matches

Impact

Strength
Damage and big rounds

Exactly 2 kills in 16.6% of rounds and so well above the average (13.3%).

2K rounds 16.6%+3.3 pp · Ø 13.3% better than 99%
3K rounds 4.8%+0.9 pp · Ø 3.9% better than 89%
MVPs per match 2.5+0.2 · Ø 2.3 better than 86%
4Ks and aces 3x 4K, 2 aces in 32 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 69% of rounds and so clearly below the average (72%). Lower is better.

Utility hit rate 40%+4 pp · Ø 36% better than 81%
Utility damage per round 4.2+0.1 · Ø 4.1 better than 54%
Enemies flashed per round 0.11−0.15 · Ø 0.26 better than 11%
Deaths per round 69%−3 pp · Ø 72% better than 90%

Patterns

Soon this shows where SystemFail loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Mirage with 11 of 20.

Records and milestones

from recorded matches
  1. Longest win streak: 5 wins in a row · Anubis
  2. Highest rating in a match: 2.17 · Mirage
  3. Most kills in a match: 31 · Mirage

Maps in detail

from the last 32 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
Mirage11
18% -
0.82 -
87.7 -
1.17-
61% of 41 duels -
29% of 7 situations -
Dust 210
90% -
0.83 -
88.6 -
1.18-
61% of 36 duels -
40% of 5 situations -
Anubis5
40% -
0.73 -
86.2 -
1.03-
62% of 21 duels -
25% of 4 situations -
Inferno4
75% -
0.80 -
85.2 -
1.06-
69% of 16 duels -
0% of 2 situations -

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

How SystemFail plays

Across 32 matches SystemFail averages K/R 0.81, ADR 87.6 and a rating of 1.15. Biggest strength: Opening duels won at 63%, better than 99% of level 7 players. Most room to improve: Clutch 1v1 won at 28%, better than only 9% of level 7 players. Averages 17.1 kills per match with 52% headshots. The strongest map is Dust 2 with a 90% win rate in 10 matches. In 18 of 32 matches the rating was 1.10 or higher (56%), in 9 it was below 0.90. In 32 matches with detailed stats: 3 4Ks and 2 aces.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 7): 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.