takkiemi

JP
215 matches tracked 76 matches in 30 days
Last updated:

How does takkiemi play?

Rating 1.01 (from 96 matches) K/R 0.74 ADR 81.6 from 215 matches
RatingCalculated with the HLTV Rating 1.0 formula from kills, deaths and multi-kills per round. 1.00 is an average match.
1.01
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.36 ConsistencyShare of matches with at least a normal rating (0.90 and up). 59%
Rating spread from 96 matches
outstanding 1.80 and up 2% strong 1.30 to 1.79 20% good 1.10 to 1.29 18% normal 0.90 to 1.09 20% weak 0.75 to 0.89 18% very weak below 0.75 23%
Player type
Often gets several kills in one round
More 4Ks and aces per 100 rounds than the level 10 average. Higher headshot rate than the level 10 average.
Multi-killsHeadshots
better than most on level 10 midfield weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (115 matches).

Opening

Average
The first duels of the round
Rounds with first kill 10%0.0 pp level
Opening duels won 51%0 pp level

Clutch

Average
Last one alive
Clutch 1v1 won 31%−8 pp better than 12%
Clutch 1v2 won 28%+7 pp better than 86%
Clutch kills per match 1.5−0.1 better than 36%

Weapons and aim

Average
Where do the kills come from?
Headshot rate 57%+6 pp better than 83%
AWP share of kills 12%+1 pp better than 65%
K/D 0.97−0.06 better than 23%
Pistol kills per match 2.9
Knife kills 1 in 215 matches

Impact

Average
Damage and big rounds
Rounds with 2K 13.7%+0.4 pp better than 55%
Rounds with 3K 3.8%−0.3 pp better than 36%
MVPs per match 2.1−0.2 better than 23%
4Ks and aces 24x 4K, 5 aces in 115 matches

Utility and deaths

Average
Nades, flashes and deaths
Utility with impact 46%+11 pp better than 98%
Utility damage per round 4.8+0.7 better than 71%
Enemies flashed per round 0.23−0.07 better than 29%
Rounds with a death 76%+4.0 pp better than 6%

Progress

One value per month, dashed line is the Level 10 average
▲ Improved
Headshots +2 pp, Win rate +6 pp
= Stayed the same
K/R at 0.75, ADR at 82.4
▼ Got worse
ELO −150

Aug to Oct 2026 compared with May to Jul 2026.

Kills per round (K/R)

0.75
NovDecJanFebMarAprMayJunJulAugSepOct

Best month: August 2026 with 0.81. Last 3 months: 0.75 (at the start 0.72).

Patterns

From the last 215 matches, each row based on 20+ matches.

Where does the ELO go?

On Mirage −166 ELO
77 matches · 52% wins
In match 4 of the day −25 ELO
22 matches · 36% wins
On Dust 2 −21 ELO
65 matches · 58% wins

takkiemi loses the most ELO on Mirage: −166 ELO, 52% wins

Records and milestones

from recorded matches
  1. Most kills in a match: 34 · Nuke
  2. Highest rating in a match: 2.23 · Nuke
  3. Longest win streak: 7 wins in a row · Mirage

Maps in detail

from the last 215 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
Mirage77
52% level
0.71 better than 33%
79.5 better than 43%
0.93–
47% of 234 duels better than 24%
45% of 31 situations better than 69%
Dust 265
58% better than 72%
0.74 level
82.4 better than 59%
0.99–
52% of 222 duels better than 54%
33% of 27 situations better than 37%
Anubis24
54% better than 55%
0.71 better than 32%
78.6 better than 35%
1.08–
47% of 79 duels better than 21%
25% of 8 situations better than 17%
Ancient18
44% better than 23%
0.65 better than 11%
76.4 better than 23%
0.92–
43% of 65 duels better than 10%
10% of 10 situations better than 3%
Nuke17
65% better than 76%
0.92 better than 96%
94.2 better than 90%
1.32–
66% of 50 duels better than 96%
50% of 6 situations better than 75%
Inferno9
78% –
0.80 –
89.8 –
1.10–
48% of 29 duels –
100% of 1 situations –
Cache3
100% –
0.64 –
72.9 –
0.85–
35% of 20 duels –
50% of 2 situations –

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

How takkiemi plays

Across 215 matches takkiemi averages K/R 0.74 and ADR 81.6; the rating across the 96 rated matches is 1.01. Biggest strength: Utility with impact at 46%. That is better than 98% of players on level 10. Most room to improve: Rounds with a death at 76%. That is better than only 6% of players on level 10. On average 16.3 kills per match, 57% of them headshots. The strongest map is Nuke with a 65% win rate in 17 matches. In 38 of 96 matches the rating was 1.10 or higher (40%), in 39 it was below 0.90. In 115 matches with detailed stats: 24 4Ks and 5 aces. Best month by rating: October 2026 at 1.04. takkiemi loses the most ELO on Mirage (−166 ELO, win rate 52%). Things go best in match 1 of the day (+56 ELO, win rate 63%). Improved over the last three months: Headshots +2 pp, Win rate +6 pp. Got weaker: ELO −150. Unchanged in recent months: K/R at 0.75, ADR at 82.4. Last 30 days: 76 matches, win rate 57%, ELO balance +1.

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 from better than 60 %, red up to 40 %, gray in between. A comparison needs at least 20 matches in the period. If a level has too few players, the neighbouring levels count too.

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.