lateMetal

Australia
On FACEIT since 2018 138 matches tracked 70 matches in 30 days
ELO ▼ 161
2,474
30-day peak: 2,772
Rank OCE ▼ 129 places
#302
Australia #166 in Australia
30 days · prev. #173 · best #173
Last updated:

How does lateMetal play?

Rating 1.08 (from 118 matches) K/R 0.79 ADR 87.0 from 138 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 65%
1.08
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.36 ConsistencyShare of matches with a rating of 0.90 or higher. 69%
Rating distribution from 118 matches
outstanding 1.80 and up 4% strong 1.30 to 1.79 27% good 1.10 to 1.29 16% normal 0.90 to 1.09 22% weak 0.75 to 0.89 10% very weak below 0.75 20%
Player type
Rifler through and through
Rarely on the AWP.
Rifler
better than most on level 10 · 2,250-2,499 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (92 matches).

2,250-2,499 ELO

Compared with 2,157 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 9% of rounds and so clearly below the average (10%).

Rounds with first kill 9%−1 pp · Ø 10% better than 28%
Opening duels won 49%−2 pp · Ø 51% better than 29%

Clutch

Average
Last one alive

25% of 1v2s won and so slightly above the average (22%).

Clutch 1v1 won 35%−4 pp · Ø 39% better than 33%
Clutch 1v2 won 25%+3 pp · Ø 22% better than 72%
Clutch kills per match 1.5−0.2 · Ø 1.7 better than 35%

Weapons and aim

Average
Where do the kills come from?

53% headshots and so clearly above the average (50%).

Headshot rate 53%+3 pp · Ø 50% better than 68%
AWP share of kills 4%−7 pp · Ø 11% better than 23%
K/D 1.09+0.06 · Ø 1.03 better than 66%
Pistol kills per match 3.2

Impact

Average
Damage and big rounds

2.5 MVPs per match and so clearly above the average (2.3).

2K rounds 14.2%+0.8 pp · Ø 13.4% better than 66%
3K rounds 4.0%−0.1 pp · Ø 4.1% better than 43%
MVPs per match 2.5+0.2 · Ø 2.3 better than 67%
4Ks and aces 17x 4K, 2 aces in 92 matches

Utility and deaths

Average
Nades, flashes and deaths

30% of nades dealing damage or blinding and so clearly below the average (35%).

Utility hit rate 30%−5 pp · Ø 35% better than 18%
Utility damage per round 3.9−0.3 · Ø 4.2 better than 46%
Enemies flashed per round 0.30+0.01 · Ø 0.29 better than 54%
Deaths per round 72%0 pp · Ø 72% right on the average

Progress

One value per month, dashed line is the level 10 · 2,250-2,499 ELO average
▲ Improved
Headshots +2 pp, ELO +237
= Stayed the same
Nothing clear
▼ Got worse
K/R −0.07, Rating −0.18, ADR −7.2, Win rate −3 pp

Aug to Oct 2026 compared with Apr to Jun 2026.

Kills per round (K/R)

0.74
AprMayJunJulAugSepOct

Best month: June 2026 with 0.92. Last 3 months: 0.77 (at the start 0.84). Slightly above the average (0.74).

Patterns

From the last 138 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

In match 1 of the day −57 ELO
34 matches · 44% win rate
On Dust 2 −22 ELO
46 matches · 52% win rate
On Tuesdays −48 ELO, win rate 38%

lateMetal loses the most ELO in match 1 of the day: −57 ELO, 44% win rate

Records and milestones

from recorded matches
  1. Most kills in a match: 48 · Mirage
  2. Longest win streak: 6 wins in a row · Mirage
  3. Recorded match no. 100 · Mirage
  4. Highest rating in a match: 2.11 · Ancient

Maps in detail

from the last 138 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
Dust 246
52% right on the average
0.79 better than 71%
86.4 better than 74%
1.09 better than 66%
47% of 165 duels better than 27%
21% of 28 situations better than 12%
Mirage39
44% better than 21%
0.78 better than 66%
87.0 better than 77%
1.04 right on the average
51% of 179 duels right on the average
45% of 20 situations better than 72%
Ancient20
45% better than 26%
0.79 better than 70%
89.0 better than 82%
1.11 better than 73%
49% of 69 duels better than 35%
57% of 7 situations better than 89%
Anubis18
50% better than 40%
0.84 better than 85%
91.2 better than 89%
1.17 better than 83%
47% of 64 duels better than 27%
43% of 7 situations better than 60%
Cache7
71% -
0.63 -
67.7 -
0.86-
50% of 20 duels -
100% of 2 situations -
Nuke4
50% -
0.89 -
92.5 -
1.23-
55% of 22 duels -
67% of 3 situations -
Inferno3
33% -
0.83 -
91.3 -
1.03-
50% of 10 duels -
0% of 1 situations -

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

How lateMetal plays

Across 138 matches lateMetal averages K/R 0.79 and ADR 87.0; the rating across the 118 rated matches is 1.08. Biggest strength: Damage per round (ADR) at 87.0, better than 80% of level 10 · 2,250-2,499 ELO players. Most room to improve: Utility hit rate at 30%, better than only 18% of level 10 · 2,250-2,499 ELO players. Averages 17.9 kills per match with 53% headshots. The strongest map is Dust 2 with a 52% win rate in 46 matches. In 56 of 118 matches the rating was 1.10 or higher (47%), in 36 it was below 0.90. In 92 matches with detailed stats: 17 4Ks and 2 aces. Best month by rating: May 2026 at 1.23. lateMetal loses the most ELO in match 1 of the day (−57 ELO, win rate 44%). Things go best on Ancient (+51 ELO, win rate 45%). From match no. 5 of the day on, things go best: 57% win rate, +44 ELO. Improved over the last three months: Headshots +2 pp, ELO +237. Got weaker: K/R −0.07, Rating −0.18, ADR −7.2, Win rate −3 pp. Last 30 days: 70 matches, win rate 46%, net ELO +28.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,250-2,499 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
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.