Tgg

United Kingdom
On FACEIT since 2019 145 matches tracked
Last updated:

How does Tgg play?

Rating 0.98 (from 115 matches) K/R 0.72 ADR 77.6 from 144 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 22%
0.98
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.34 ConsistencyShare of matches with a rating of 0.90 or higher. 57%
Rating distribution from 115 matches
outstanding 1.80 and up 3% strong 1.30 to 1.79 10% good 1.10 to 1.29 17% normal 0.90 to 1.09 27% weak 0.75 to 0.89 15% very weak below 0.75 28%
Player type
Rifler through and through
Rarely on the AWP.
Rifler
better than most on level 10 · 2,500-2,749 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (69 matches).

2,500-2,749 ELO

Compared with 2,339 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 9% of rounds and so clearly below the average (10%).

Rounds with first kill 9%−1 pp · Ø 10% better than 25%
Opening duels won 50%−1 pp · Ø 51% better than 35%

Clutch

Average
Last one alive

1.2 clutch kills per match and so well below the average (1.6).

Clutch 1v1 won 39%+1 pp · Ø 38% better than 52%
Clutch 1v2 won 26%+6 pp · Ø 20% better than 77%
Clutch kills per match 1.2−0.4 · Ø 1.6 better than 10%

Weapons and aim

Average
Where do the kills come from?

55% headshots and so clearly above the average (51%).

Headshot rate 55%+4 pp · Ø 51% better than 75%
AWP share of kills 4%−7 pp · Ø 11% better than 23%
K/D 1.00−0.03 · Ø 1.03 better than 31%
Pistol kills per match 2.6
Knife kills 2 in 144 matches

Impact

Weakness
Damage and big rounds

Exactly 3 kills in 2.9% of rounds and so well below the average (4.0%).

2K rounds 12.0%−1.4 pp · Ø 13.4% better than 12%
3K rounds 2.9%−1.1 pp · Ø 4.0% better than 5%
MVPs per match 2.1−0.2 · Ø 2.3 better than 20%
4Ks and aces 10x 4K, 1 ace in 69 matches

Utility and deaths

Average
Nades, flashes and deaths

30% of nades dealing damage or blinding and so clearly below the average (35%).

Utility hit rate 30%−5 pp · Ø 35% better than 19%
Utility damage per round 3.6−0.5 · Ø 4.1 better than 37%
Enemies flashed per round 0.36+0.05 · Ø 0.31 better than 68%
Deaths per round 72%0 pp · Ø 72% right on the average

Progress

One value per month, dashed line is the level 10 · 2,500-2,749 ELO average
▲ Improved
Headshots +3 pp
= Stayed the same
Nothing clear
▼ Got worse
K/R −0.09, Rating −0.10, ADR −6.6, Win rate −18 pp, ELO −381

Aug to Oct 2026 compared with May to Jul 2026.

Kills per round (K/R)

0.70
MayJunJulAugSepOct

Best month: June 2026 with 0.78. Last 3 months: 0.67 (at the start 0.76). Clearly below the average (0.74).

Patterns

From the last 144 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Mirage −56 ELO
37 matches · 43% win rate
In match 1 of the day −55 ELO
41 matches · 46% win rate
On Tuesdays −64 ELO, win rate 30%

Tgg loses the most ELO on Mirage: −56 ELO, 43% win rate

Records and milestones

from recorded matches
  1. Highest rating in a match: 2.37 · Nuke
  2. Most kills in a match: 32 · Ancient
  3. Longest win streak: 10 wins in a row · Mirage

Maps in detail

from the last 144 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
Mirage37
43% better than 16%
0.71 better than 31%
77.0 better than 27%
1.01 better than 39%
53% of 76 duels better than 59%
50% of 16 situations better than 82%
Anubis34
50% better than 38%
0.70 better than 28%
75.3 better than 18%
0.94 better than 17%
54% of 103 duels better than 61%
29% of 17 situations better than 26%
Ancient27
56% better than 60%
0.73 better than 39%
78.7 better than 32%
0.97 better than 24%
53% of 111 duels better than 56%
18% of 11 situations better than 10%
Dust 215
80% better than 99%
0.72 better than 35%
77.7 better than 29%
0.97-
51% of 35 duels better than 45%
40% of 5 situations better than 54%
Nuke15
27% better than 1%
0.76 right on the average
79.4 better than 36%
1.01-
48% of 46 duels better than 28%
50% of 12 situations better than 77%
Inferno8
50% -
0.60 -
74.1 -
0.78-
30% of 23 duels -
100% of 3 situations -
Cache6
83% -
0.85 -
89.1 -
1.25-
40% of 25 duels -
0% of 3 situations -

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

How Tgg plays

Across 144 matches Tgg averages K/R 0.72 and ADR 77.6; the rating across the 115 rated matches is 0.98. Biggest strength: Headshot rate at 55%, better than 75% of level 10 · 2,500-2,749 ELO players. Most room to improve: 3K rounds at 2.9%, better than only 5% of level 10 · 2,500-2,749 ELO players. Averages 15.7 kills per match with 55% headshots. The strongest map is Dust 2 with a 80% win rate in 15 matches. In 35 of 115 matches the rating was 1.10 or higher (30%), in 49 it was below 0.90. In 69 matches with detailed stats: 10 4Ks and 1 ace. Best month by rating: June 2026 at 1.13. Tgg loses the most ELO on Mirage (−56 ELO, win rate 43%). Things go best in match 3 of the day (+24 ELO, win rate 61%). Match no. 3 of the day goes best: 61% win rate, +24 ELO. Improved over the last three months: Headshots +3 pp. Got weaker: K/R −0.09, Rating −0.10, ADR −6.6, Win rate −18 pp, ELO −381. Last 30 days: 6 matches, win rate 17%, net ELO ±0.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,500-2,749 ELO): 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.