iwnl--shiro

KH
33 matches tracked
ELO
2,044
Peak across the last 33 matches: 2,044
Rank SEA ▼ 904 places
#5,363 #17 in KH
30 days · prev. #4,459 · best #4,459
Last updated:

How does iwnl--shiro play?

Rating 1.22 K/R 0.88 ADR 91.8 from 33 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 94% on level 10
1.22
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.26 ConsistencyShare of matches with a rating of 0.90 or higher. 88%
Rating distribution from 33 matches
outstanding 1.80 and up 3% strong 1.30 to 1.79 27% good 1.10 to 1.29 45% normal 0.90 to 1.09 12% weak 0.75 to 0.89 3% very weak below 0.75 9%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 10 average. More damage per round than the level 10 average.
ClutcherDamage
better than most on level 10 about average weaker than most

Compared with 2,158 players on level 10, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

iwnl--shiro wins 59 of 100 opening duels. 8 percentage points above the level 10 average (51%).

Rounds with first kill 10%−1 pp better than 43%
Opening duels won 59%+8 pp better than 94%

Clutch

Strength
Last one alive

iwnl--shiro wins 48 of 100 1v1s. 8 percentage points above the level 10 average (40%).

Clutch 1v1 won 48%+8 pp better than 91%
Clutch 1v2 won 23%+2 pp better than 61%
Clutch kills per match 2.0+0.4 better than 82%

Weapons and aim

Average
Where do the kills come from?

1.27 kills per death. 0.23 above the level 10 average (1.04).

Headshot rate 53%+2 pp better than 66%
AWP share of kills 11%0 pp on par
K/D 1.27+0.23 better than 95%
Pistol kills per match 4.3

Impact

Strength
Damage and big rounds

Averages 3.1 round MVPs per match. 0.7 above the level 10 average (2.4).

2K rounds 16.7%+3.3 pp better than 97%
3K rounds 6.2%+2.1 pp better than 97%
MVPs per match 3.1+0.7 better than 97%
4Ks and aces 6x 4K, 0 aces in 33 matches

Utility and deaths

Average
Nades, flashes and deaths

Averages 1.5 utility damage per round from HEs and mollies. 2.6 below the level 10 average (4.1).

Utility hit rate 22%−13 pp better than 1%
Utility damage per round 1.5−2.6 better than 1%
Enemies flashed per round 0.57+0.27 better than 96%
Deaths per round 69%−2 pp better than 77%

Progress

One value per month, dashed line is the level 10 average
Whether iwnl--shiro 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: 33 matches, all from the last 3 months.

Kills per round (K/R)

0.79
AugSepOct

Patterns

Soon this shows where iwnl--shiro 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 13 of 20.

Records and milestones

from recorded matches
  1. Longest win streak: 9 wins in a row · Dust 2
  2. Highest rating in a match: 1.83 · Mirage
  3. Most kills in a match: 38 · Mirage

Maps in detail

from the last 33 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
Mirage13
69% -
0.87 -
96.1 -
1.19-
69% of 54 duels -
40% of 10 situations -
Dust 29
67% -
0.88 -
86.8 -
1.23-
53% of 32 duels -
43% of 7 situations -
Anubis3
67% -
0.97 -
99.1 -
1.35-
50% of 8 duels -
33% of 3 situations -
Inferno3
67% -
0.78 -
83.2 -
1.08-
42% of 12 duels -
100% of 1 situations -

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

How iwnl--shiro plays

Across 33 matches iwnl--shiro averages K/R 0.88, ADR 91.8 and a rating of 1.22. Biggest strength: 3K rounds at 6.2%, better than 97% of level 10 players. Most room to improve: Utility hit rate at 22%, better than only 1% of level 10 players. Averages 19.8 kills per match with 53% headshots. In 25 of 33 matches the rating was 1.10 or higher (76%), in 4 it was below 0.90. In 33 matches with detailed stats: 6 4Ks and 0 aces.

How to read the numbers

Each value is compared 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 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.