quencetech

GF
30 matches tracked 30 matches in 30 days
Last updated:

How does quencetech play?

Rating 1.20 K/R 0.86 ADR 90.3 from 30 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
1.20
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.33 ConsistencyShare of matches with at least a normal rating (0.90 and up). 87%
Rating spread from 30 matches
outstanding 1.80 and up 7% strong 1.30 to 1.79 33% good 1.10 to 1.29 10% normal 0.90 to 1.09 37% weak 0.75 to 0.89 10% very weak below 0.75 3%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 10 average. More first kills per match than the level 10 average. More damage per round than the level 10 average.
ClutcherEntryDamage
better than most on level 10 midfield weaker than most

Opening

Average
The first duels of the round
Rounds with first kill 12%+1 pp better than 73%
Opening duels won 59%+8 pp better than 94%

Clutch

Strength
Last one alive
Clutch 1v1 won 54%+15 pp better than 98%
Clutch 1v2 won 40%+19 pp better than 99%
Clutch kills per match 2.7+1.1 better than 98%

Weapons and aim

Average
Where do the kills come from?
Headshot rate 54%+3 pp better than 70%
AWP share of kills 10%−1 pp better than 56%
K/D 1.25+0.22 better than 95%
Pistol kills per match 3.1
Knife kills 4 in 30 matches

Impact

Strength
Damage and big rounds
Rounds with 2K 16.7%+3.4 pp better than 97%
Rounds with 3K 5.6%+1.5 pp better than 92%
MVPs per match 2.9+0.6 better than 93%
4Ks and aces 5x 4K, 1 ace in 30 matches

Utility and deaths

Average
Nades, flashes and deaths
Utility with impact 34%−1 pp better than 46%
Utility damage per round 3.9−0.2 better than 46%
Enemies flashed per round 0.25−0.05 better than 38%
Rounds with a death 69%−2 pp better than 77%

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)

0.86
MayJunJulAugSepOct

Best month: September 2026 with 0.88.

Patterns

From the last 30 matches, each row based on 20+ matches. Times in Berlin time.

Where does the ELO go?

Nothing clear

Nothing clear

Records and milestones

from recorded matches
  1. Most kills in a match: 42 · Mirage
  2. Highest rating in a match: 1.90 · Inferno

Maps in detail

from the last 30 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
Mirage9
56% -
0.88 -
93.3 -
1.23-
58% of 45 duels -
63% of 8 situations -
Dust 28
50% -
0.84 -
90.0 -
1.18-
55% of 42 duels -
40% of 10 situations -
Ancient5
40% -
0.85 -
85.7 -
1.09-
61% of 18 duels -
25% of 4 situations -
Anubis4
25% -
0.82 -
85.5 -
1.20-
55% of 20 duels -
75% of 4 situations -

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

How quencetech plays

Across 30 matches quencetech averages K/R 0.86, ADR 90.3 and a rating of 1.20. Biggest strength: Clutch 1v1 won at 54%. That is better than 98% of players on level 10. On average 20.2 kills per match, 54% of them headshots. In 15 of 30 matches the rating was 1.10 or higher (50%), in 4 it was below 0.90. In 30 matches with detailed stats: 5 4Ks and 1 aces. Best month by rating: September 2026 at 1.24. Last 30 days: 30 matches, win rate 47%, ELO balance +16.

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.