mlss

GQ
62 matches tracked 20 matches in 30 days
Last updated:

How does mlss play?

Rating 0.89 (from 21 matches) K/R 0.68 ADR 77.8 from 62 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 4% on level 10
0.89
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.23 ConsistencyShare of matches with at least a normal rating (0.90 and up). 43%
Rating spread from 21 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 10% good 1.10 to 1.29 14% normal 0.90 to 1.09 19% weak 0.75 to 0.89 24% very weak below 0.75 33%
better than most on level 10 midfield weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (52 matches).

Opening

Average
The first duels of the round
Rounds with first kill 10%−1 pp better than 44%
Opening duels won 52%+1 pp better than 56%

Clutch

Average
Last one alive
Clutch 1v1 won 38%−1 pp better than 47%
Clutch 1v2 won 22%+1 pp better than 55%
Clutch kills per match 1.60.0 level

Weapons and aim

Average
Where do the kills come from?
Headshot rate 42%−9 pp better than 10%
AWP share of kills 6%−5 pp better than 36%
K/D 0.96−0.07 better than 22%
Pistol kills per match 2.7

Impact

Weakness
Damage and big rounds
Rounds with 2K 12.6%−0.7 pp better than 27%
Rounds with 3K 3.4%−0.7 pp better than 20%
MVPs per match 2.0−0.3 better than 15%
4Ks and aces 9x 4K, 0 aces in 52 matches

Utility and deaths

Average
Nades, flashes and deaths
Utility with impact 31%−4 pp better than 25%
Utility damage per round 3.3−0.8 better than 29%
Enemies flashed per round 0.43+0.13 better than 83%
Rounds with a death 71%0 pp level

Progress

One value per month, dashed line is the Level 10 average
▲ Improved
Nothing clear
= Stayed the same
Nothing clear
▼ Got worse
Nothing clear

Last 3 months compared with the first months with matches.

Kills per round (K/R)

0.63
MayJunJulAugSepOct

Best month: August 2026 with 0.71.

Patterns

From the last 62 matches, each row based on 20+ matches. Times in Berlin time.

Where does the ELO go?

On Anubis −31 ELO
21 matches · 62% wins

mlss loses the most ELO on Anubis: −31 ELO, 62% wins

Records and milestones

from recorded matches
  1. Highest rating in a match: 1.39 · Anubis
  2. Most kills in a match: 25 · Nuke
  3. Longest win streak: 5 wins in a row · Nuke

Maps in detail

from the last 62 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
Anubis21
62% better than 81%
0.65 better than 10%
76.2 better than 24%
0.92-
54% of 87 duels better than 65%
55% of 11 situations better than 84%
Dust 218
56% better than 64%
0.66 better than 14%
75.8 better than 24%
0.92-
50% of 70 duels better than 42%
30% of 10 situations better than 28%
Mirage8
25% -
0.75 -
81.3 -
0.68-
49% of 39 duels -
20% of 5 situations -
Inferno7
71% -
0.68 -
69.3 -
0.82-
59% of 27 duels -
50% of 2 situations -
Nuke6
83% -
0.77 -
88.4 -
-
59% of 29 duels -
0% of 1 situations -

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

How mlss plays

Across 62 matches mlss averages K/R 0.68 and ADR 77.8; the rating across the 21 rated matches is 0.89. Most room to improve: Rating at 0.89. That is better than only 4% of players on level 10. On average 15.1 kills per match, 42% of them headshots. The strongest map is Anubis with a 62% win rate in 21 matches. In 5 of 21 matches the rating was 1.10 or higher (24%), in 12 it was below 0.90. In 52 matches with detailed stats: 9 4Ks and 0 aces. Best month by rating: October 2026 at 0.91. mlss loses the most ELO on Anubis (−31 ELO, win rate 62%). Last 30 days: 20 matches, win rate 65%, ELO balance −3.

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.