farkinston

Belarus
On FACEIT since 2015 53 matches tracked 11 matches in 30 days
Last updated:

How does farkinston play?

Rating 1.18 K/R 0.85 ADR 90.6 from 53 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 90%
1.18
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.45 ConsistencyShare of matches with a rating of 0.90 or higher. 72%
Rating distribution from 53 matches
outstanding 1.80 and up 11% strong 1.30 to 1.79 23% good 1.10 to 1.29 19% normal 0.90 to 1.09 19% weak 0.75 to 0.89 9% very weak below 0.75 19%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 10 · 2,001-2,249 ELO average. More 4Ks and aces per 100 rounds than the level 10 · 2,001-2,249 ELO average. More first kills per match than the level 10 · 2,001-2,249 ELO average.
ClutcherMulti-killsEntry
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 (50 matches).

2,001-2,249 ELO

Compared with 2,098 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 (51%).

Rounds with first kill 15%+5 pp · Ø 10% better than 95%
Opening duels won 60%+9 pp · Ø 51% better than 96%

Clutch

Strength
Last one alive

33% of 1v2s won and so well above the average (22%).

Clutch 1v1 won 40%+1 pp · Ø 39% better than 59%
Clutch 1v2 won 33%+11 pp · Ø 22% better than 97%
Clutch kills per match 2.0+0.3 · Ø 1.7 better than 80%

Weapons and aim

Average
Where do the kills come from?

1.19 K/D and so clearly above the average (1.03).

Headshot rate 48%−1 pp · Ø 49% better than 44%
AWP share of kills 7%−5 pp · Ø 12% better than 40%
K/D 1.19+0.16 · Ø 1.03 better than 89%
Pistol kills per match 2.7
Knife kills 7 in 53 matches

Impact

Strength
Damage and big rounds

Exactly 3 kills in 5.6% of rounds and so well above the average (4.1%).

2K rounds 15.2%+1.8 pp · Ø 13.4% better than 85%
3K rounds 5.6%+1.5 pp · Ø 4.1% better than 91%
MVPs per match 2.7+0.4 · Ø 2.3 better than 84%
4Ks and aces 12x 4K, 2 aces in 50 matches

Utility and deaths

Average
Nades, flashes and deaths

44% of nades dealing damage or blinding and so well above the average (35%).

Utility hit rate 44%+9 pp · Ø 35% better than 95%
Utility damage per round 4.9+0.7 · Ø 4.2 better than 72%
Enemies flashed per round 0.21−0.07 · Ø 0.28 better than 30%
Deaths per round 72%0 pp · Ø 72% right on the average

Progress

One value per month, dashed line is the level 10 · 2,001-2,249 ELO average
▲ Improved
ADR +4.0, First kills +1 pp
= Stayed the same
K/R at 0.86, Rating at 1.17
▼ Got worse
Headshots −7 pp, Win rate −8 pp, ELO −152, Clutch 1v1 −13 pp

Sep to Oct 2026 compared with Aug 2026.

Kills per round (K/R)

0.78
JunJulAugSepOctNov

Best month: September 2026 with 0.99. Last 3 months: 0.86 (at the start 0.85). Well above the average (0.74).

Patterns

From the last 53 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

No clear pattern

No clear pattern

Records and milestones

from recorded matches
  1. Most kills in a match: 34 · Ancient
  2. Highest rating in a match: 2.46 · Ancient
  3. Longest win streak: 6 wins in a row · Nuke

Maps in detail

from the last 53 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
Ancient12
50% -
0.97 -
101.1 -
1.34-
65% of 66 duels -
40% of 10 situations -
Nuke12
33% -
0.86 -
94.4 -
1.22-
62% of 65 duels -
30% of 10 situations -
Inferno9
56% -
0.91 -
93.6 -
1.24-
70% of 43 duels -
38% of 8 situations -
Dust 27
57% -
0.90 -
94.1 -
1.26-
55% of 29 duels -
60% of 5 situations -
Mirage6
50% -
0.67 -
78.2 -
0.91-
50% of 30 duels -
20% of 5 situations -
Cache4
25% -
0.60 -
63.8 -
0.79-
48% of 27 duels -
67% of 3 situations -

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

How farkinston plays

Across 53 matches farkinston averages K/R 0.85, ADR 90.6 and a rating of 1.18. Biggest strength: Opening duels won at 60%, better than 96% of level 10 · 2,001-2,249 ELO players. Averages 18.0 kills per match with 48% headshots. The strongest map is Ancient with a 50% win rate in 12 matches. In 28 of 53 matches the rating was 1.10 or higher (53%), in 15 it was below 0.90. In 50 matches with detailed stats: 12 4Ks and 2 aces. Best month by rating: September 2026 at 1.40. Improved over the last three months: ADR +4.0, First kills +1 pp. Got weaker: Headshots −7 pp, Win rate −8 pp, ELO −152, Clutch 1v1 −13 pp. Unchanged in recent months: K/R at 0.86, Rating at 1.17. Last 30 days: 11 matches, win rate 36%, net ELO ±0.

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.