tayli

NE
43 matches tracked 22 matches in 30 days
Last updated:

How does tayli play?

Rating 1.34 (from 23 matches) K/R 0.90 ADR 97.8 from 43 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 99% on level 10
1.34
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.46 ConsistencyShare of matches with at least a normal rating (0.90 and up). 87%
Rating spread from 23 matches
outstanding 1.80 and up 22% strong 1.30 to 1.79 30% good 1.10 to 1.29 26% normal 0.90 to 1.09 9% weak 0.75 to 0.89 0% very weak below 0.75 13%
Player type
Often gets several kills in one round
More 4Ks and aces per 100 rounds than the level 10 average. More 1v1 and 1v2 wins than the level 10 average. More first kills per match than the level 10 average.
Multi-killsClutcherEntry
better than most on level 10 midfield weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (23 matches).

Opening

Strength
The first duels of the round
Rounds with first kill 13%+2 pp better than 83%
Opening duels won 58%+7 pp better than 91%

Clutch

Strength
Last one alive
Clutch 1v1 won 39%0 pp level
Clutch 1v2 won 44%+23 pp better than 99%
Clutch kills per match 2.0+0.4 better than 83%

Weapons and aim

Average
Where do the kills come from?
Headshot rate 47%−4 pp better than 29%
AWP share of kills 3%−8 pp better than 18%
K/D 1.31+0.28 better than 97%
Pistol kills per match 3.1
Knife kills 1 in 43 matches

Impact

Strength
Damage and big rounds
Rounds with 2K 18.8%+5.5 pp better than 99%
Rounds with 3K 5.9%+1.8 pp better than 95%
MVPs per match 3.2+0.9 better than 98%
4Ks and aces 10x 4K, 0 aces in 23 matches

Utility and deaths

Strength
Nades, flashes and deaths
Utility with impact 46%+11 pp better than 98%
Utility damage per round 8.9+4.8 better than 99%
Enemies flashed per round 0.41+0.11 better than 79%
Rounds with a death 69%−2 pp better than 77%

Progress

One value per month, dashed line is the Level 10 average
▲ Improved
K/R +0.09, ADR +8.7, Headshots +2 pp, Win rate +12 pp
= Stayed the same
Nothing clear
▼ Got worse
Nothing clear

Sep to Oct 2026 compared with Jun 2026.

Kills per round (K/R)

0.96
MayJunJulAugSepOct

Best month: October 2026 with 0.96. Last 3 months: 0.95 (at the start 0.86).

Patterns

From the last 43 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: 32 · Cache
  2. Longest win streak: 5 wins in a row · Anubis
  3. Highest rating in a match: 2.30 · Dust 2

Maps in detail

from the last 43 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
Anubis10
60% -
0.99 -
106.5 -
1.51-
54% of 24 duels -
60% of 5 situations -
Cache8
63% -
1.05 -
107.6 -
1.55-
72% of 36 duels -
25% of 4 situations -
Dust 28
38% -
0.77 -
83.9 -
1.13-
52% of 31 duels -
43% of 7 situations -
Mirage7
43% -
0.85 -
99.5 -
1.35-
62% of 13 duels -
-
Ancient6
50% -
0.93 -
95.0 -
0.95-
38% of 13 duels -
0% of 2 situations -
Inferno4
50% -
0.79 -
90.0 -
-
-
-

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

How tayli plays

Across 43 matches tayli averages K/R 0.90 and ADR 97.8; the rating across the 23 rated matches is 1.34. Biggest strength: Rating at 1.34. That is better than 99% of players on level 10. On average 19.8 kills per match, 47% of them headshots. In 18 of 23 matches the rating was 1.10 or higher (78%), in 3 it was below 0.90. In 23 matches with detailed stats: 10 4Ks and 0 aces. Best month by rating: October 2026 at 1.36. Improved over the last three months: K/R +0.09, ADR +8.7, Headshots +2 pp, Win rate +12 pp. Last 30 days: 22 matches, win rate 59%, ELO balance +24.

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.