rifl

South Korea
On FACEIT since 2025 21 matches tracked 21 matches in 30 days
Last updated:

How does rifl play?

Rating 1.03 K/R 0.75 ADR 75.2 from 21 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 76%
1.03
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.30 ConsistencyShare of matches with a rating of 0.90 or higher. 57%
Rating distribution from 21 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 14% good 1.10 to 1.29 29% normal 0.90 to 1.09 14% weak 0.75 to 0.89 24% very weak below 0.75 19%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 5 average. More 1v1 and 1v2 wins than the level 5 average. More first kills per match than the level 5 average.
Multi-killsClutcherEntry
better than most on level 5 about average weaker than most
Level 5

Compared with 708 players in this group, each player over up to their last 100 matches.

Opening

Strength
The first duels of the round

58% of opening duels won and so well above the average (50%).

Rounds with first kill 12%+2 pp · Ø 10% better than 81%
Opening duels won 58%+8 pp · Ø 50% better than 98%

Clutch

Strength
Last one alive

47% of 1v1s won and so clearly above the average (38%).

Clutch 1v1 won 47%+9 pp · Ø 38% better than 90%
Clutch 1v2 won 22%+1 pp · Ø 21% better than 59%
Clutch kills per match 1.9+0.2 · Ø 1.7 better than 77%

Weapons and aim

Average
Where do the kills come from?

56% headshots and so well above the average (44%).

Headshot rate 56%+12 pp · Ø 44% better than 95%
AWP share of kills 10%−1 pp · Ø 11% better than 59%
K/D 1.00+0.02 · Ø 0.98 better than 67%
Pistol kills per match 3.9

Impact

Average
Damage and big rounds

2.7 MVPs per match and so well above the average (2.2).

2K rounds 11.7%−1.1 pp · Ø 12.8% better than 23%
3K rounds 4.8%+0.9 pp · Ø 3.9% better than 89%
MVPs per match 2.7+0.5 · Ø 2.2 better than 95%
4Ks and aces 5x 4K, 1 ace in 21 matches

Utility and deaths

Average
Nades, flashes and deaths

2.1 utility damage per round and so well below the average (3.9).

Utility hit rate 29%−6 pp · Ø 35% better than 19%
Utility damage per round 2.1−1.8 · Ø 3.9 better than 11%
Enemies flashed per round 0.41+0.17 · Ø 0.24 better than 83%
Deaths per round 75%+2 pp · Ø 73% better than 31%

Patterns

Soon this shows where rifl loses ELO and when things go best. It takes 20 matches on one map or at one time of day. Closest so far: Dust 2 with 7 of 20.

Records and milestones

from recorded matches
  1. Most kills in a match: 28 · Ancient
  2. Highest rating in a match: 1.72 · Ancient

Maps in detail

from the last 21 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 27
14% -
0.78 -
75.5 -
1.07-
56% of 27 duels -
67% of 6 situations -
Mirage7
57% -
0.67 -
74.6 -
0.88-
55% of 33 duels -
0% of 1 situations -
Ancient5
40% -
0.89 -
78.8 -
1.29-
77% of 13 duels -
50% of 6 situations -

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

How rifl plays

Across 21 matches rifl averages K/R 0.75, ADR 75.2 and a rating of 1.03. Biggest strength: Opening duels won at 58%, better than 98% of level 5 players. Most room to improve: Utility damage per round at 2.1, better than only 11% of level 5 players. Averages 16.5 kills per match with 56% headshots. In 9 of 21 matches the rating was 1.10 or higher (43%), in 9 it was below 0.90. In 21 matches with detailed stats: 5 4Ks and 1 ace. Last 30 days: 21 matches, win rate 33%, net ELO −29.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 5): 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.