TAKY0N

Sweden
238 matches tracked 84 matches in 30 days
Last updated:

How does TAKY0N play?

Rating 0.99 K/R 0.69 ADR 76.4 from 234 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 54%
0.99
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.32 ConsistencyShare of matches with a rating of 0.90 or higher. 57%
Rating distribution from 234 matches
outstanding 1.80 and up 2% strong 1.30 to 1.79 14% good 1.10 to 1.29 16% normal 0.90 to 1.09 26% weak 0.75 to 0.89 21% very weak below 0.75 22%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 6 average. Higher headshot rate than the level 6 average. Rarely on the AWP.
ClutcherHeadshotsRifler
better than most on level 6 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (183 matches).

Level 6

Compared with 866 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 7% of rounds and so well below the average (10%).

Rounds with first kill 7%−3 pp · Ø 10% better than 10%
Opening duels won 48%−2 pp · Ø 50% better than 37%

Clutch

Average
Last one alive

29% of 1v2s won and so clearly above the average (22%).

Clutch 1v1 won 42%+3 pp · Ø 39% better than 74%
Clutch 1v2 won 29%+7 pp · Ø 22% better than 91%
Clutch kills per match 1.70.0 · Ø 1.7 right on the average

Weapons and aim

Average
Where do the kills come from?

51% headshots and so well above the average (45%).

Headshot rate 51%+6 pp · Ø 45% better than 81%
AWP share of kills 1%−9 pp · Ø 10% better than 6%
K/D 0.99−0.01 · Ø 1.00 better than 60%
Pistol kills per match 2.7
Knife kills 1 in 234 matches

Impact

Average
Damage and big rounds

2.6 MVPs per match and so well above the average (2.2).

2K rounds 11.8%−1.2 pp · Ø 13.0% better than 22%
3K rounds 3.9%0.0 pp · Ø 3.9% right on the average
MVPs per match 2.6+0.4 · Ø 2.2 better than 92%
4Ks and aces 28x 4K, 6 aces in 183 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 70% of rounds and so clearly below the average (72%). Lower is better.

Utility hit rate 29%−6 pp · Ø 35% better than 16%
Utility damage per round 4.10.0 · Ø 4.1 right on the average
Enemies flashed per round 0.33+0.07 · Ø 0.26 better than 73%
Deaths per round 70%−2 pp · Ø 72% better than 85%

Progress

One value per month, dashed line is the level 6 average
▲ Improved
Headshots +2 pp
= Stayed the same
ADR at 76.1
▼ Got worse
K/R −0.05, Rating −0.07, Win rate −5 pp

Aug to Oct 2026 compared with Jul 2026.

Kills per round (K/R)

0.68
MayJunJulAugSepOct

Best month: July 2026 with 0.74. Last 3 months: 0.69 (at the start 0.74). Slightly below the average (0.72).

Patterns

From the last 234 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Inferno −72 ELO
25 matches · 52% win rate
On Anubis −13 ELO
35 matches · 49% win rate
Between 0:00 and 6:00 −28 ELO, win rate 35%
On Fridays ±0 ELO, win rate 41%

TAKY0N loses the most ELO on Inferno: −72 ELO, 52% win rate

Records and milestones

from recorded matches
  1. Most kills in a match: 34 · Mirage
  2. Highest rating in a match: 2.42 · Dust 2
  3. Longest win streak: 5 wins in a row · Nuke

Maps in detail

from the last 234 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
Mirage73
48% better than 45%
0.68 better than 32%
77.9 better than 45%
0.94 better than 31%
47% of 207 duels better than 36%
36% of 33 situations better than 47%
Anubis35
49% better than 39%
0.74 better than 63%
79.0 better than 48%
1.03 better than 64%
54% of 107 duels better than 74%
41% of 32 situations better than 59%
Dust 229
52% better than 59%
0.73 better than 59%
75.5 better than 31%
1.07 better than 80%
45% of 95 duels better than 24%
25% of 20 situations better than 19%
Ancient27
41% better than 20%
0.75 better than 71%
82.4 better than 71%
1.05 better than 76%
50% of 102 duels right on the average
35% of 20 situations better than 46%
Inferno25
52% better than 53%
0.63 better than 16%
71.0 better than 15%
0.93 better than 33%
48% of 69 duels better than 41%
44% of 18 situations better than 67%
Cache17
71% -
0.61 -
68.1 -
0.94-
56% of 34 duels -
67% of 6 situations -
Nuke17
41% better than 17%
0.72 better than 44%
74.8 better than 27%
0.97 better than 39%
35% of 51 duels better than 3%
38% of 8 situations right on the average
Vertigo6
67% -
0.79 -
87.6 -
1.12-
43% of 21 duels -
100% of 3 situations -
Aim_redline_faceit5
40% -
0.53 -
59.1 -
0.87-
53% of 120 duels -
53% of 120 situations -

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

How TAKY0N plays

Across 234 matches TAKY0N averages K/R 0.69, ADR 76.4 and a rating of 0.99. Biggest strength: Deaths per round at just 70% (lower is better), better than 85% of level 6 players. Most room to improve: Rounds with first kill at 7%, better than only 10% of level 6 players. Averages 15.5 kills per match with 51% headshots. The strongest map is Cache with a 71% win rate in 17 matches. In 74 of 234 matches the rating was 1.10 or higher (32%), in 100 it was below 0.90. In 183 matches with detailed stats: 28 4Ks and 6 aces. Best month by rating: July 2026 at 1.05. TAKY0N loses the most ELO on Inferno (−72 ELO, win rate 52%). Things go best on Mirage (+37 ELO, win rate 48%). Improved over the last three months: Headshots +2 pp. Got weaker: K/R −0.05, Rating −0.07, Win rate −5 pp. Unchanged in recent months: ADR at 76.1. Last 30 days: 84 matches, win rate 51%, net ELO −10.

How to read the numbers

Each value is compared 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 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.