tayoku

Russia
On FACEIT since 2025 113 matches tracked 108 matches in 30 days
Last updated:

How does tayoku play?

Rating 1.05 K/R 0.76 ADR 81.8 from 113 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 77%
1.05
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.41 ConsistencyShare of matches with a rating of 0.90 or higher. 58%
Rating distribution from 113 matches
outstanding 1.80 and up 6% strong 1.30 to 1.79 17% good 1.10 to 1.29 15% normal 0.90 to 1.09 19% weak 0.75 to 0.89 17% very weak below 0.75 26%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 6 average. More 1v1 and 1v2 wins than the level 6 average.
Multi-killsClutcher
better than most on level 6 about average weaker than most
Level 6

Compared with 1,186 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

48% of opening duels won and so just below the average (49%).

Rounds with first kill 10%0 pp · Ø 10% right on the average
Opening duels won 48%−1 pp · Ø 49% better than 36%

Clutch

Strength
Last one alive

30% of 1v2s won and so clearly above the average (22%).

Clutch 1v1 won 44%+6 pp · Ø 38% better than 81%
Clutch 1v2 won 30%+8 pp · Ø 22% better than 92%
Clutch kills per match 1.9+0.2 · Ø 1.7 better than 74%

Weapons and aim

Average
Where do the kills come from?

1.03 K/D and so slightly above the average (0.98).

Headshot rate 43%−2 pp · Ø 45% better than 43%
AWP share of kills 12%+2 pp · Ø 10% better than 61%
K/D 1.03+0.05 · Ø 0.98 better than 71%
Pistol kills per match 2.3
Zeus kills2 in 113 matches
Knife kills 5 in 113 matches

Impact

Average
Damage and big rounds

Exactly 2 kills in 14.5% of rounds and so clearly above the average (12.8%).

2K rounds 14.5%+1.7 pp · Ø 12.8% better than 84%
3K rounds 4.1%+0.3 pp · Ø 3.8% better than 67%
MVPs per match 2.3+0.1 · Ø 2.2 better than 68%
4Ks and aces 24x 4K, 2 aces in 113 matches

Utility and deaths

Average
Nades, flashes and deaths

37% of nades dealing damage or blinding and so slightly above the average (35%).

Utility hit rate 37%+2 pp · Ø 35% better than 64%
Utility damage per round 4.00.0 · Ø 4.0 right on the average
Enemies flashed per round 0.22−0.03 · Ø 0.25 better than 44%
Deaths per round 73%0 pp · Ø 73% right on the average

Progress

One value per month, dashed line is the level 6 average
Whether tayoku is improving shows up here once there are enough matches to compare: 20 each in the last 3 months and in the time before. So far: 113 matches, all from the last 3 months.

Kills per round (K/R)

0.73
OctNov

Patterns

From the last 113 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Mirage −34 ELO
39 matches · 51% win rate
On Dust 2 −4 ELO
25 matches · 24% win rate
Between 6:00 and 12:00 ±0 ELO, win rate 44%
On Wednesdays −71 ELO, win rate 43%

tayoku loses the most ELO on Mirage: −34 ELO, 51% win rate

Records and milestones

from recorded matches
  1. Most kills in a match: 58 · Ancient
  2. Longest win streak: 6 wins in a row · Mirage
  3. Highest rating in a match: 2.19 · Ancient

Maps in detail

from the last 113 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
Mirage39
51% better than 55%
0.77 better than 75%
81.7 better than 66%
1.10 better than 82%
55% of 174 duels better than 78%
39% of 28 situations better than 53%
Dust 225
24% better than 1%
0.73 better than 58%
80.4 better than 58%
0.96 better than 37%
39% of 101 duels better than 5%
44% of 9 situations better than 70%
Anubis19
58% better than 74%
0.72 right on the average
82.9 better than 73%
0.99 right on the average
42% of 76 duels better than 15%
24% of 17 situations better than 18%
Ancient18
61% better than 84%
0.81 better than 92%
84.9 better than 87%
1.10 better than 91%
53% of 101 duels better than 75%
80% of 10 situations better than 99%
Nuke10
50% -
0.73 -
77.7 -
1.00-
46% of 41 duels -
56% of 9 situations -

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

How tayoku plays

Across 113 matches tayoku averages K/R 0.76, ADR 81.8 and a rating of 1.05. Biggest strength: Clutch 1v1 won at 44%, better than 81% of level 6 players. Averages 16.3 kills per match with 43% headshots. The strongest map is Ancient with a 61% win rate in 18 matches. In 43 of 113 matches the rating was 1.10 or higher (38%), in 48 it was below 0.90. In 113 matches with detailed stats: 24 4Ks and 2 aces. tayoku loses the most ELO on Mirage (−34 ELO, win rate 51%). Last 30 days: 108 matches, win rate 46%, net ELO −17.

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.