Wannabe-
Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (24 matches).
Opening
AverageClutch
AverageWeapons and aim
AverageImpact
WeaknessUtility and deaths
AverageProgress
One value per month, dashed line is the Level 8 averageAug 2026 compared with Jun to Jul 2026.
Kills per round (K/R)
Best month: August 2026 with 0.70. Last 3 months: 0.70 (at the start 0.63).
Rating, 1.00 is an average match
Damage per round (ADR)
Best month: August 2026 with 74.7. Last 3 months: 74.7 (at the start 71.5).
Share of headshot kills
Best month: June 2026 with 57%. Last 3 months: 56% (at the start 54%).
Matches won (win rate)
Best month: June 2026 with 50%. Last 3 months unchanged at 46%.
Best month: July 2026 with 1,642.
Rounds with first kill
Best month: August 2026 with 13%.
1v1 clutches won
Best month: August 2026 with 46%.
Patterns
From the last 113 matches, each row based on 20+ matches. Times in Berlin time.Where does the ELO go?
Wannabe- loses the most ELO from match 5 of the day: ±0 ELO, 41% wins
Records and milestones
from recorded matches- Most kills in a match: 37 · Mirage
- Longest win streak: 4 wins in a row · Dust 2
Maps in detail
from the last 113 matchesCompared with players on the same level who have at least 15 matches on the map.
How Wannabe- plays
Biggest strength: Rounds with first kill at 13%. That is better than 87% of players on level 8. Most room to improve: K/D at 0.85. That is better than only 4% of players on level 8. On average 14.0 kills per match, 54% of them headshots. The strongest map is Inferno with a 58% win rate in 12 matches. In 24 matches with detailed stats: 5 4Ks and 0 aces. Wannabe- loses the most ELO from match 5 of the day (±0 ELO, win rate 41%). Things go best on Dust 2 (+59 ELO, win rate 44%). Improved over the last three months: K/R +0.07, Headshots +2 pp. Unchanged in recent months: ADR at 74.7, Win rate at 46%.
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 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
- 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.