tetsuu-

MN
21 matches tracked
ELO
2,351
Rank SEA ▲ 2,774 places
#1,816 #817 in MN
30 days · prev. #4,590 · best #1,816
Last updated:

How does tetsuu- play?

Rating 1.04 K/R 0.74 ADR 80.2 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 51% on level 10
1.04
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.44 ConsistencyShare of matches with a rating of 0.90 or higher. 52%
Rating distribution from 21 matches
outstanding 1.80 and up 10% strong 1.30 to 1.79 14% good 1.10 to 1.29 19% normal 0.90 to 1.09 10% weak 0.75 to 0.89 19% very weak below 0.75 29%
Player type
Often wins rounds alone
More 1v1 and 1v2 wins than the level 10 average. Rarely on the AWP.
ClutcherRifler
better than most on level 10 about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (10 matches).

Compared with 2,158 players on level 10, each player over up to their last 100 matches.

Opening

The first duels of the round
Rounds with first kill 8% no comparison
Opening duels won 45% no comparison

Clutch

Last one alive
Clutch 1v1 won 56% no comparison
Clutch 1v2 won 33% no comparison
Clutch kills per match 1.8 no comparison

Weapons and aim

Average
Where do the kills come from?

53 of 100 kills by tetsuu- are headshots. 2 percentage points above the level 10 average (51%).

Headshot rate 53%+2 pp better than 66%
AWP share of kills 1% no comparison
K/D 1.03−0.01 better than 46%
Pistol kills per match 2.9

Impact

Strength
Damage and big rounds

Averages 2.8 round MVPs per match. 0.4 above the level 10 average (2.4).

2K rounds 15.3% no comparison
3K rounds 6.4% no comparison
MVPs per match 2.8+0.4 better than 89%
4Ks and aces 2x 4K, 0 aces in 10 matches

Utility and deaths

Average
Nades, flashes and deaths

tetsuu- dies in 71 of 100 rounds. On par with the level 10 average (71%). Lower is better.

Utility hit rate 46% no comparison
Utility damage per round 7.3 no comparison
Enemies flashed per round 0.27 no comparison
Deaths per round 71%0 pp on par

Progress

One value per month, dashed line is the level 10 average
Whether tetsuu- 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: 10 matches from the last 3 months and 11 before.

Kills per round (K/R)

0.59
JunJulAugSepOct

Patterns

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

Records and milestones

from recorded matches
  1. Highest rating in a match: 2.14 · Ancient
  2. Longest win streak: 7 wins in a row · Dust 2
  3. Most kills in a match: 32 · Mirage

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
Mirage7
57% -
0.72 -
76.9 -
1.00-
37% of 38 duels -
29% of 7 situations -
Ancient5
80% -
0.78 -
79.1 -
1.12-
42% of 26 duels -
75% of 4 situations -
Dust 24
50% -
0.76 -
83.3 -
1.08-
50% of 18 duels -
100% of 2 situations -

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

How tetsuu- plays

Across 21 matches tetsuu- averages K/R 0.74, ADR 80.2 and a rating of 1.04. Averages 16.0 kills per match with 53% headshots. In 9 of 21 matches the rating was 1.10 or higher (43%), in 10 it was below 0.90. In 10 matches with detailed stats: 2 4Ks and 0 aces. Last 30 days: 9 matches, win rate 44%, net ELO ±0.

How to read the numbers

Each value is compared 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 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.