emmR-

KR
27 matches tracked 26 matches in 30 days
Last updated:

How does emmR- play?

Rating 1.05 K/R 0.75 ADR 84.2 from 27 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 72%
1.05
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. 67%
Rating distribution from 27 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 22% good 1.10 to 1.29 22% normal 0.90 to 1.09 22% weak 0.75 to 0.89 15% very weak below 0.75 19%
Player type
Gets the frags with the AWP
Far more AWP kills than the level 8 average. More first kills per match than the level 8 average.
AWPerEntry
better than most on level 8 about average weaker than most
Level 8

Compared with 1,425 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

60% of opening duels won and so well above the average (50%).

Rounds with first kill 13%+3 pp · Ø 10% better than 86%
Opening duels won 60%+10 pp · Ø 50% better than 98%

Clutch

Average
Last one alive

44% of 1v1s won and so clearly above the average (38%).

Clutch 1v1 won 44%+6 pp · Ø 38% better than 80%
Clutch 1v2 won 17%−5 pp · Ø 22% better than 24%
Clutch kills per match 1.8+0.1 · Ø 1.7 better than 68%

Weapons and aim

Average
Where do the kills come from?

1.05 K/D and so just above the average (1.01).

Headshot rate 48%+1 pp · Ø 47% better than 56%
AWP share of kills 29%+19 pp · Ø 10% better than 96%
K/D 1.05+0.04 · Ø 1.01 better than 71%
Pistol kills per match 3.0

Impact

Average
Damage and big rounds

Exactly 2 kills in 14.4% of rounds and so clearly above the average (13.2%).

2K rounds 14.4%+1.2 pp · Ø 13.2% better than 79%
3K rounds 4.3%+0.4 pp · Ø 3.9% better than 68%
MVPs per match 2.1−0.2 · Ø 2.3 better than 36%
4Ks and aces 5x 4K, 0 aces in 27 matches

Utility and deaths

Weakness
Nades, flashes and deaths

19% of nades dealing damage or blinding and so well below the average (35%).

Utility hit rate 19%−16 pp · Ø 35% better than 1%
Utility damage per round 1.8−2.5 · Ø 4.3 better than 3%
Enemies flashed per round 0.07−0.21 · Ø 0.28 better than 4%
Deaths per round 72%0 pp · Ø 72% right on the average

Progress

One value per month, dashed line is the level 8 average
Whether emmR- is improving shows up here once there are enough matches to compare: 20 each in the last 3 months and in the time before. So far: 27 matches, all from the last 3 months.

Kills per round (K/R)

0.79
SepOct

Patterns

Soon this shows where emmR- loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Dust 2 with 7 of 20.

Records and milestones

from recorded matches
  1. Most kills in a match: 25 · Inferno
  2. Longest win streak: 6 wins in a row · Inferno
  3. Highest rating in a match: 1.67 · Anubis

Maps in detail

from the last 27 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
Dust 27
43% -
0.70 -
76.7 -
0.97-
60% of 25 duels -
25% of 4 situations -
Mirage6
67% -
0.71 -
79.4 -
1.04-
63% of 24 duels -
60% of 5 situations -
Anubis5
60% -
0.90 -
98.4 -
1.26-
59% of 22 duels -
40% of 5 situations -
Nuke3
67% -
0.72 -
82.4 -
0.99-
47% of 15 duels -
100% of 1 situations -

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

How emmR- plays

Across 27 matches emmR- averages K/R 0.75, ADR 84.2 and a rating of 1.05. Biggest strength: Opening duels won at 60%, better than 98% of level 8 players. Most room to improve: Utility hit rate at 19%, better than only 1% of level 8 players. Averages 15.1 kills per match with 48% headshots. In 12 of 27 matches the rating was 1.10 or higher (44%), in 9 it was below 0.90. In 27 matches with detailed stats: 5 4Ks and 0 aces. Last 30 days: 26 matches, win rate 62%, net ELO −24.

How to read the numbers

Each value is compared 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 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.