not-D1Ti

XK
22 matches tracked
Last updated:

How does not-D1Ti play?

Rating 1.17 K/R 0.83 ADR 84.9 from 22 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 98%
1.17
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.32 ConsistencyShare of matches with a rating of 0.90 or higher. 73%
Rating distribution from 22 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 32% good 1.10 to 1.29 32% normal 0.90 to 1.09 9% weak 0.75 to 0.89 23% very weak below 0.75 5%
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

Average
The first duels of the round

63% of opening duels won and so well above the average (50%).

Rounds with first kill 10%0 pp · Ø 10% right on the average
Opening duels won 63%+13 pp · Ø 50% better than 99%

Clutch

Average
Last one alive

2.4 clutch kills per match and so well above the average (1.6).

Clutch 1v1 won 40%+2 pp · Ø 38% better than 64%
Clutch 1v2 won 17%−5 pp · Ø 22% better than 26%
Clutch kills per match 2.4+0.8 · Ø 1.6 better than 94%

Weapons and aim

Average
Where do the kills come from?

1.20 K/D and so well above the average (0.99).

Headshot rate 38%−7 pp · Ø 45% better than 16%
AWP share of kills 15%+4 pp · Ø 11% better than 73%
K/D 1.20+0.21 · Ø 0.99 better than 98%
Pistol kills per match 2.6
Knife kills 4 in 22 matches

Impact

Strength
Damage and big rounds

Exactly 3 kills in 5.4% of rounds and so well above the average (3.8%).

2K rounds 15.6%+2.5 pp · Ø 13.1% better than 97%
3K rounds 5.4%+1.6 pp · Ø 3.8% better than 97%
MVPs per match 2.20.0 · Ø 2.2 right on the average
4Ks and aces 5x 4K, 0 aces in 22 matches

Utility and deaths

Strength
Nades, flashes and deaths

Died in 69% of rounds and so well below the average (73%). Lower is better.

Utility hit rate 40%+4 pp · Ø 36% better than 81%
Utility damage per round 6.1+2.0 · Ø 4.1 better than 89%
Enemies flashed per round 0.36+0.10 · Ø 0.26 better than 74%
Deaths per round 69%−4 pp · Ø 73% better than 90%

Patterns

Soon this shows where not-D1Ti 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. Most kills in a match: 28 · Anubis
  2. Highest rating in a match: 1.76 · Anubis
  3. Longest win streak: 3 wins in a row · Ancient

Maps in detail

from the last 22 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
63% -
0.86 -
93.8 -
1.21-
66% of 38 duels -
30% of 10 situations -
Dust 27
43% -
0.71 -
73.7 -
1.03-
68% of 19 duels -
67% of 3 situations -
Anubis3
33% -
0.98 -
94.0 -
1.42-
54% of 13 duels -
100% of 1 situations -

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

How not-D1Ti plays

Across 22 matches not-D1Ti averages K/R 0.83, ADR 84.9 and a rating of 1.17. Biggest strength: Opening duels won at 63%, better than 99% of level 6 players. Most room to improve: Headshot rate at 38%, better than only 16% of level 6 players. Averages 18.0 kills per match with 38% headshots. In 14 of 22 matches the rating was 1.10 or higher (64%), in 6 it was below 0.90. In 22 matches with detailed stats: 5 4Ks and 0 aces. Last 30 days: 9 matches, win rate 56%, net ELO +55.

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.