jeff_hardy
How does jeff_hardy play?
Compared with 7,105 players in this group, each player over up to their last 100 matches.
Opening
Average52% of opening duels won and so right on the average (52%).
Clutch
Weakness11% of 1v2s won and so well below the average (21%).
Weapons and aim
Average0.94 K/D and so clearly below the average (1.05).
Impact
WeaknessExactly 2 kills in 12.2% of rounds and so clearly below the average (13.5%).
Utility and deaths
AverageDied in 74% of rounds and so clearly above the average (71%). Lower is better.
Patterns
From the last 164 matches, each row based on 20+ matches. Times are Berlin time.Where does the ELO go?
jeff_hardy loses the most ELO on Ancient: −116 ELO, 48% win rate
Records and milestones
from recorded matches- Most kills in a match: 54 · Dust 2
- Longest win streak: 5 wins in a row · Dust 2
- Highest rating in a match: 2.07 · Nuke
Maps in detail
from the last 164 matchesCompared with players on the same level who have at least 15 matches on the map.
How jeff_hardy plays
Across 164 matches jeff_hardy averages K/R 0.69, ADR 75.9 and a rating of 0.95. Biggest strength: Headshot rate at 60%, better than 87% of level 10 · 3,000-3,499 ELO players. Most room to improve: Clutch 1v1 won at 29%, better than only 7% of level 10 · 3,000-3,499 ELO players. Averages 15.4 kills per match with 60% headshots. The strongest map is Mirage with a 61% win rate in 41 matches. In 55 of 164 matches the rating was 1.10 or higher (34%), in 71 it was below 0.90. In 164 matches with detailed stats: 19 4Ks and 1 ace. jeff_hardy loses the most ELO on Ancient (−116 ELO, win rate 48%). Things go best on Mirage (+121 ELO, win rate 61%). Last 30 days: 164 matches, win rate 51%, net ELO −84.
How to read the numbers
Each value is compared with players on the same FACEIT level (here level 10 · 3,000-3,499 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
- 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.