tayori_

HK
289 matches tracked 70 matches in 30 days
ELO ▲ 55
2,342
30-day peak: 2,342
Rank SEA ▲ 1,182 places
#1,886
HK #144 in HK
30 days · prev. #3,068 · best #1,886
Last updated:

How does tayori_ play?

Rating 1.17 K/R 0.86 ADR 91.0 from 289 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 91%
1.17
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.40 ConsistencyShare of matches with a rating of 0.90 or higher. 75%
Rating distribution from 289 matches
outstanding 1.80 and up 6% strong 1.30 to 1.79 30% good 1.10 to 1.29 21% normal 0.90 to 1.09 17% weak 0.75 to 0.89 14% very weak below 0.75 11%
Player type
Often gets multi-kills
More 4Ks and aces per 100 rounds than the level 10 · 2,250-2,499 ELO average. More first kills per match than the level 10 · 2,250-2,499 ELO average. More damage per round than the level 10 · 2,250-2,499 ELO average.
Multi-killsEntryDamage
better than most on level 10 · 2,250-2,499 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (247 matches).

2,250-2,499 ELO

Compared with 2,052 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 (51%).

Rounds with first kill 13%+3 pp · Ø 10% better than 85%
Opening duels won 58%+7 pp · Ø 51% better than 92%

Clutch

Average
Last one alive

44% of 1v1s won and so clearly above the average (38%).

Clutch 1v1 won 44%+6 pp · Ø 38% better than 78%
Clutch 1v2 won 25%+3 pp · Ø 22% better than 73%
Clutch kills per match 1.5−0.1 · Ø 1.6 better than 38%

Weapons and aim

Average
Where do the kills come from?

1.16 K/D and so clearly above the average (1.02).

Headshot rate 52%+2 pp · Ø 50% better than 62%
AWP share of kills 9%−2 pp · Ø 11% better than 50%
K/D 1.16+0.14 · Ø 1.02 better than 86%
Pistol kills per match 3.1
Knife kills 1 in 289 matches

Impact

Strength
Damage and big rounds

Exactly 2 kills in 16.3% of rounds and so well above the average (13.4%).

2K rounds 16.3%+2.9 pp · Ø 13.4% better than 96%
3K rounds 5.5%+1.5 pp · Ø 4.0% better than 91%
MVPs per match 2.7+0.4 · Ø 2.3 better than 85%
4Ks and aces 66x 4K, 8 aces in 247 matches

Utility and deaths

Weakness
Nades, flashes and deaths

25% of nades dealing damage or blinding and so well below the average (35%).

Utility hit rate 25%−10 pp · Ø 35% better than 3%
Utility damage per round 3.2−0.9 · Ø 4.1 better than 22%
Enemies flashed per round 0.32+0.02 · Ø 0.30 better than 57%
Deaths per round 74%+2 pp · Ø 72% better than 20%

Progress

One value per month, dashed line is the level 10 · 2,250-2,499 ELO average
▲ Improved
ELO +112
= Stayed the same
K/R at 0.86, Rating at 1.18, ADR at 91.4
▼ Got worse
Headshots −2 pp, Win rate −3 pp

Aug to Oct 2026 compared with Jun to Jul 2026.

Kills per round (K/R)

0.77
MayJunJulAugSepOct

Best month: August 2026 with 0.89. Last 3 months: 0.86 (at the start 0.84). Well above the average (0.74).

Patterns

From the last 289 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Anubis −41 ELO
53 matches · 53% win rate
Between 12:00 and 18:00 +136 ELO, win rate 47%
On Thursdays −72 ELO, win rate 42%

tayori_ loses the most ELO on Anubis: −41 ELO, 53% win rate

Records and milestones

from recorded matches
  1. Highest rating in a match: 2.57 · Mirage
  2. Most kills in a match: 39 · Anubis
  3. Longest win streak: 6 wins in a row · Dust 2

Maps in detail

from the last 289 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
Mirage103
54% better than 58%
0.86 better than 92%
91.6 better than 91%
1.17 better than 86%
61% of 512 duels better than 94%
45% of 51 situations better than 68%
Dust 265
54% better than 61%
0.86 better than 92%
91.8 better than 91%
1.18 better than 87%
59% of 304 duels better than 86%
42% of 36 situations better than 60%
Anubis53
53% right on the average
0.88 better than 94%
95.0 better than 95%
1.20 better than 91%
60% of 272 duels better than 89%
44% of 32 situations better than 64%
Ancient32
47% better than 32%
0.82 better than 82%
85.3 better than 70%
1.16 better than 85%
51% of 149 duels right on the average
44% of 25 situations better than 66%
Inferno15
60% better than 67%
0.88 better than 91%
90.6 better than 80%
1.25 better than 90%
55% of 92 duels better than 58%
50% of 10 situations better than 79%
Nuke14
21% -
0.76 -
82.3 -
0.99-
55% of 83 duels -
29% of 7 situations -
Cache7
86% -
0.85 -
91.6 -
1.15-
53% of 43 duels -
50% of 4 situations -

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

How tayori_ plays

Across 289 matches tayori_ averages K/R 0.86, ADR 91.0 and a rating of 1.17. Biggest strength: Damage per round (ADR) at 91.0, better than 93% of level 10 · 2,250-2,499 ELO players. Most room to improve: Utility hit rate at 25%, better than only 3% of level 10 · 2,250-2,499 ELO players. Averages 18.9 kills per match with 52% headshots. The strongest map is Inferno with a 60% win rate in 15 matches. In 166 of 289 matches the rating was 1.10 or higher (57%), in 73 it was below 0.90. In 247 matches with detailed stats: 66 4Ks and 8 aces. Best month by rating: August 2026 at 1.23. tayori_ loses the most ELO on Anubis (−41 ELO, win rate 53%). Things go best on Mirage (+236 ELO, win rate 54%). Match no. 1 of the day goes best: 60% win rate, +102 ELO. Improved over the last three months: ELO +112. Got weaker: Headshots −2 pp, Win rate −3 pp. Unchanged in recent months: K/R at 0.86, Rating at 1.18, ADR at 91.4. Last 30 days: 70 matches, win rate 44%, net ELO +4.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,250-2,499 ELO): 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.