glassig

Sweden
23 matches tracked 23 matches in 30 days
Last updated:

How does glassig play?

Rating 1.00 K/R 0.69 ADR 72.0 from 23 matches
RatingCalculated with the HLTV Rating 1.0 formula from kills, deaths and multi-kills per round. 1.00 is an average match.
right on the average
1.00
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.27 ConsistencyShare of matches with a rating of 0.90 or higher. 52%
Rating distribution from 23 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 13% good 1.10 to 1.29 26% normal 0.90 to 1.09 13% weak 0.75 to 0.89 30% very weak below 0.75 17%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 6 average.
Multi-kills
better than most on level 6 about average weaker than most
Level 6

Compared with 969 players in this group, each player over up to their last 100 matches.

Opening

Weakness
The first duels of the round

43% of opening duels won and so well below the average (50%).

Rounds with first kill 7%−3 pp · Ø 10% better than 11%
Opening duels won 43%−7 pp · Ø 50% better than 8%

Clutch

Average
Last one alive

43% of 1v1s won and so slightly above the average (39%).

Clutch 1v1 won 43%+4 pp · Ø 39% better than 77%
Clutch 1v2 won 20%−2 pp · Ø 22% better than 43%
Clutch kills per match 1.70.0 · Ø 1.7 right on the average

Weapons and aim

Average
Where do the kills come from?

48% headshots and so slightly above the average (46%).

Headshot rate 48%+2 pp · Ø 46% better than 66%
AWP share of kills 6%−5 pp · Ø 11% better than 37%
K/D 0.990.00 · Ø 0.99 right on the average
Pistol kills per match 3.4

Impact

Average
Damage and big rounds

Exactly 3 kills in 3.3% of rounds and so clearly below the average (3.9%).

2K rounds 12.7%−0.2 pp · Ø 12.9% better than 45%
3K rounds 3.3%−0.6 pp · Ø 3.9% better than 31%
MVPs per match 2.20.0 · Ø 2.2 right on the average
4Ks and aces 7x 4K, 0 aces in 23 matches

Utility and deaths

Strength
Nades, flashes and deaths

0.76 enemies flashed per round and so well above the average (0.26).

Utility hit rate 38%+3 pp · Ø 35% better than 70%
Utility damage per round 6.9+2.8 · Ø 4.1 better than 94%
Enemies flashed per round 0.76+0.50 · Ø 0.26 better than 99%
Deaths per round 70%−2 pp · Ø 72% better than 83%

Patterns

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

Records and milestones

from recorded matches
  1. Longest win streak: 4 wins in a row · Nuke
  2. Highest rating in a match: 1.55 · Mirage
  3. Most kills in a match: 28 · Inferno

Maps in detail

from the last 23 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
Mirage8
25% -
0.75 -
76.3 -
1.08-
58% of 24 duels -
50% of 4 situations -
Anubis5
60% -
0.66 -
71.1 -
0.98-
33% of 15 duels -
0% of 4 situations -
Cache4
75% -
0.72 -
80.9 -
0.98-
47% of 15 duels -
50% of 4 situations -

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

How glassig plays

Across 23 matches glassig averages K/R 0.69, ADR 72.0 and a rating of 1.00. Biggest strength: Utility damage per round at 6.9, better than 94% of level 6 players. Most room to improve: Opening duels won at 43%, better than only 8% of level 6 players. Averages 15.3 kills per match with 48% headshots. In 9 of 23 matches the rating was 1.10 or higher (39%), in 11 it was below 0.90. In 23 matches with detailed stats: 7 4Ks and 0 aces. Last 30 days: 23 matches, win rate 52%, net ELO −26.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 6): 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.