combo--

Australia
On FACEIT since 2016 31 matches tracked
ELO
2,049
Rank OCE
#1,091
Australia #630 in Australia
Last updated:

How does combo-- play?

Rating 0.91 (from 12 matches) K/R 0.65 ADR 72.2 from 31 matches
RatingCalculated with the HLTV Rating 1.0 formula from kills, deaths and multi-kills per round. 1.00 is an average match.
0.91
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.19 ConsistencyShare of matches with a rating of 0.90 or higher. 42%
Rating distribution from 12 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 8% good 1.10 to 1.29 0% normal 0.90 to 1.09 33% weak 0.75 to 0.89 42% very weak below 0.75 17%
Player type
Rifler through and through
Rarely on the AWP.
Rifler
better than most on level 10 · 2,001-2,249 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (12 matches).

2,001-2,249 ELO

Compared with 1,663 players in this group, each player over up to their last 100 matches.

Opening

The first duels of the round
Rounds with first kill 10% no comparison
Opening duels won 46% no comparison

Clutch

Last one alive
Clutch 1v1 won 44% no comparison
Clutch 1v2 won 9% no comparison
Clutch kills per match 1.6 no comparison

Weapons and aim

Weakness
Where do the kills come from?

41% headshots and so well below the average (50%).

Headshot rate 41%−9 pp · Ø 50% better than 10%
AWP share of kills 3% no comparison
K/D 0.92−0.10 · Ø 1.02 better than 15%
Pistol kills per match 2.2
Knife kills 1 in 31 matches

Impact

Weakness
Damage and big rounds

1.7 MVPs per match and so well below the average (2.3).

2K rounds 11.8% no comparison
3K rounds 2.8% no comparison
MVPs per match 1.7−0.6 · Ø 2.3 better than 3%
4Ks and aces 1x 4K, 0 aces in 12 matches

Utility and deaths

Average
Nades, flashes and deaths

Died in 71% of rounds and so slightly below the average (72%). Lower is better.

Utility hit rate 37% no comparison
Utility damage per round 6.0 no comparison
Enemies flashed per round 0.40 no comparison
Deaths per round 71%−1 pp · Ø 72% better than 60%

Patterns

Soon this shows where combo-- loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Ancient with 8 of 20.

Records and milestones

from recorded matches
  1. Highest rating in a match: 1.44 · Dust 2
  2. Longest win streak: 6 wins in a row · Ancient
  3. Most kills in a match: 27 · Dust 2

Maps in detail

from the last 31 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
Ancient8
50% -
0.59 -
64.1 -
0.81-
32% of 22 duels -
100% of 1 situations -
Dust 27
86% -
0.75 -
77.6 -
1.13-
67% of 9 duels -
33% of 6 situations -
Mirage7
71% -
0.62 -
70.5 -
0.81-
44% of 16 duels -
100% of 1 situations -
Inferno5
60% -
0.58 -
65.7 -
0.90-
67% of 6 duels -
-

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

How combo-- plays

Across 31 matches combo-- averages K/R 0.65 and ADR 72.2; the rating across the 12 rated matches is 0.91. Most room to improve: Damage per round (ADR) at 72.2, better than only 9% of level 10 · 2,001-2,249 ELO players. Averages 14.2 kills per match with 41% headshots. In 1 of 12 matches the rating was 1.10 or higher (8%), in 7 it was below 0.90. In 12 matches with detailed stats: 1 4Ks and 0 aces.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,001-2,249 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.