foreversl

CN
On FACEIT since 2022 196 matches tracked 43 matches in 30 days
Last updated:

How does foreversl play?

Rating 1.26 (from 96 matches) K/R 0.79 ADR 85.9 from 196 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 98% on level 10
1.26
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.40 ConsistencyShare of matches with at least a normal rating (0.90 and up). 81%
Rating spread from 96 matches
outstanding 1.80 and up 9% strong 1.30 to 1.79 39% good 1.10 to 1.29 16% normal 0.90 to 1.09 18% weak 0.75 to 0.89 5% very weak below 0.75 14%
Player type
Often gets several kills in one round
More 4Ks and aces per 100 rounds than the level 10 average. More 1v1 and 1v2 wins than the level 10 average.
Multi-killsClutcher
better than most on level 10 midfield weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (116 matches).

Opening

Average
The first duels of the round
Rounds with first kill 11%0 pp level
Opening duels won 56%+5 pp better than 83%

Clutch

Average
Last one alive
Clutch 1v1 won 29%−10 pp better than 10%
Clutch 1v2 won 29%+8 pp better than 89%
Clutch kills per match 2.4+0.8 better than 96%

Weapons and aim

Average
Where do the kills come from?
Headshot rate 49%−2 pp better than 40%
AWP share of kills 17%+6 pp better than 79%
K/D 1.14+0.11 better than 81%
Pistol kills per match 2.7
Knife kills 3 in 196 matches

Impact

Strength
Damage and big rounds
Rounds with 2K 15.1%+1.8 pp better than 85%
Rounds with 3K 5.8%+1.7 pp better than 94%
MVPs per match 2.5+0.2 better than 69%
4Ks and aces 34x 4K, 2 aces in 116 matches

Utility and deaths

Average
Nades, flashes and deaths
Utility with impact 35%0 pp level
Utility damage per round 6.3+2.2 better than 91%
Enemies flashed per round 0.34+0.04 better than 63%
Rounds with a death 69%−2 pp better than 77%

Progress

One value per month, dashed line is the Level 10 average
▲ Improved
K/R +0.10, ADR +9.6, Win rate +5 pp, ELO +445
= Stayed the same
Nothing clear
▼ Got worse
Headshots −5 pp

Aug to Oct 2026 compared with Jul 2026.

Kills per round (K/R)

0.98
MayJunJulAugSepOct

Best month: October 2026 with 0.98. Last 3 months: 0.82 (at the start 0.72).

Patterns

From the last 196 matches, each row based on 20+ matches. Times in Berlin time.

Where does the ELO go?

On Cache −60 ELO
25 matches · 56% wins
On Dust 2 −52 ELO
26 matches · 54% wins
On Wednesdays −10 ELO, win rate 48%

foreversl loses the most ELO on Cache: −60 ELO, 56% wins

Records and milestones

from recorded matches
  1. Highest rating in a match: 2.48 · Cache
  2. Most kills in a match: 38 · Dust 2
  3. Longest win streak: 7 wins in a row · Cache

Maps in detail

from the last 196 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
Ancient56
66% better than 90%
0.78 better than 68%
85.6 better than 71%
1.18 better than 87%
54% of 171 duels better than 66%
26% of 35 situations better than 23%
Mirage40
50% better than 42%
0.73 better than 43%
80.7 better than 49%
1.13-
47% of 136 duels better than 25%
29% of 28 situations better than 22%
Dust 226
54% better than 58%
0.86 better than 91%
89.3 better than 85%
1.29 better than 97%
56% of 129 duels better than 75%
40% of 15 situations better than 56%
Anubis25
52% better than 48%
0.73 better than 44%
82.3 better than 57%
1.17-
49% of 101 duels better than 34%
54% of 13 situations better than 83%
Cache25
56% -
0.80 -
85.5 -
1.27-
49% of 85 duels -
35% of 23 situations -
Nuke22
68% better than 89%
0.92 better than 94%
97.7 better than 94%
1.47-
64% of 107 duels better than 92%
39% of 18 situations better than 49%

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

How foreversl plays

Across 196 matches foreversl averages K/R 0.79 and ADR 85.9; the rating across the 96 rated matches is 1.26. Biggest strength: Rating at 1.26. That is better than 98% of players on level 10. Most room to improve: Clutch 1v1 won at 29%. That is better than only 10% of players on level 10. On average 17.1 kills per match, 49% of them headshots. The strongest map is Nuke with a 68% win rate in 22 matches. In 61 of 96 matches the rating was 1.10 or higher (64%), in 18 it was below 0.90. In 116 matches with detailed stats: 34 4Ks and 2 aces. Best month by rating: October 2026 at 1.45. foreversl loses the most ELO on Cache (−60 ELO, win rate 56%). Things go best on Ancient (+105 ELO, win rate 66%). Improved over the last three months: K/R +0.10, ADR +9.6, Win rate +5 pp, ELO +445. Got weaker: Headshots −5 pp. Last 30 days: 43 matches, win rate 58%, ELO balance −50.

How to read the numbers

Next to each value is the comparison with players on the same FACEIT level (here level 10): 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
Share of kills with the AWP, Scout or auto-sniper.
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.