tinka

South Africa
On FACEIT since 2019 174 matches tracked 30 matches in 30 days
ELO
2,169
Peak across recorded matches: 2,223
Rank OCE ▼ 50 places
#788
South Africa #1 in South Africa
30 days · prev. #738 · best #708
Last updated:

How does tinka play?

Rating 0.95 (from 154 matches) K/R 0.67 ADR 73.1 from 174 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 19%
0.95
SpreadHow much the rating swings from match to match. The smaller, the more consistent. ±0.32 ConsistencyShare of matches with a rating of 0.90 or higher. 55%
Rating distribution from 154 matches
outstanding 1.80 and up 0% strong 1.30 to 1.79 14% good 1.10 to 1.29 18% normal 0.90 to 1.09 23% weak 0.75 to 0.89 14% very weak below 0.75 31%
Player type
Clicks heads
Higher headshot rate than the level 10 · 2,001-2,249 ELO average.
Headshots
better than most on level 10 · 2,001-2,249 ELO about average weaker than most

Entry, clutch, utility, AWP and multi-kills are only available from Aug 4, 2026 (137 matches).

2,001-2,249 ELO

Compared with 2,003 players in this group, each player over up to their last 100 matches.

Opening

Average
The first duels of the round

First kill in 9% of rounds and so clearly below the average (10%).

Rounds with first kill 9%−1 pp · Ø 10% better than 33%
Opening duels won 49%−2 pp · Ø 51% better than 34%

Clutch

Average
Last one alive

48% of 1v1s won and so clearly above the average (39%).

Clutch 1v1 won 48%+9 pp · Ø 39% better than 92%
Clutch 1v2 won 22%+1 pp · Ø 21% better than 54%
Clutch kills per match 1.6−0.1 · Ø 1.7 better than 46%

Weapons and aim

Average
Where do the kills come from?

55% headshots and so well above the average (49%).

Headshot rate 55%+6 pp · Ø 49% better than 83%
AWP share of kills 11%0 pp · Ø 11% right on the average
K/D 0.96−0.07 · Ø 1.03 better than 25%
Pistol kills per match 2.9
Knife kills 4 in 174 matches

Impact

Weakness
Damage and big rounds

Exactly 3 kills in 3.0% of rounds and so well below the average (4.1%).

2K rounds 11.8%−1.6 pp · Ø 13.4% better than 14%
3K rounds 3.0%−1.1 pp · Ø 4.1% better than 10%
MVPs per match 2.1−0.2 · Ø 2.3 better than 27%
4Ks and aces 18x 4K, 4 aces in 137 matches

Utility and deaths

Average
Nades, flashes and deaths

39% of nades dealing damage or blinding and so clearly above the average (35%).

Utility hit rate 39%+4 pp · Ø 35% better than 76%
Utility damage per round 4.7+0.4 · Ø 4.3 better than 66%
Enemies flashed per round 0.28−0.01 · Ø 0.29 better than 51%
Deaths per round 70%−2 pp · Ø 72% better than 71%

Progress

One value per month, dashed line is the level 10 · 2,001-2,249 ELO average
▲ Improved
Headshots +2 pp, Win rate +4 pp, ELO +113
= Stayed the same
K/R at 0.66, Rating at 0.93, ADR at 73.1
▼ Got worse
Nothing clear

Sep to Nov 2026 compared with Apr to Aug 2026.

Kills per round (K/R)

0.59
AprMayJunJulAugSepOctNov

Best month: April 2026 with 0.76. Last 3 months: 0.66 (at the start 0.68). Clearly below the average (0.74).

Patterns

From the last 174 matches, each row based on 20+ matches. Times are Berlin time.

Where does the ELO go?

On Dust 2 −28 ELO
49 matches · 37% win rate
In match 3 of the day −3 ELO
23 matches · 30% win rate
On Sundays +77 ELO, win rate 36%

tinka loses the most ELO on Dust 2: −28 ELO, 37% win rate

Records and milestones

from recorded matches
  1. Highest rating in a match: 1.75 · Dust 2
  2. Most kills in a match: 34 · Cache
  3. Recorded match no. 100 · Dust 2
  4. Reached level 10 · Cache
  5. Longest win streak: 5 wins in a row · Mirage

Maps in detail

from the last 174 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
Dust 249
37% better than 8%
0.71 better than 37%
76.4 better than 29%
0.96 better than 26%
57% of 180 duels better than 81%
56% of 27 situations better than 90%
Mirage46
61% better than 84%
0.64 better than 11%
70.5 better than 9%
0.90 better than 13%
54% of 138 duels better than 69%
33% of 18 situations better than 36%
Inferno23
61% better than 69%
0.68 better than 26%
74.4 better than 19%
0.98 better than 32%
45% of 93 duels better than 12%
67% of 15 situations better than 97%
Ancient22
50% right on the average
0.62 better than 5%
69.9 better than 5%
0.91 better than 13%
40% of 80 duels better than 4%
50% of 14 situations better than 78%
Anubis15
60% better than 82%
0.74 better than 54%
77.6 better than 35%
1.07 better than 67%
46% of 56 duels better than 23%
23% of 13 situations better than 15%
Cache11
55% -
0.73 -
73.2 -
0.94-
45% of 42 duels -
30% of 10 situations -
Nuke6
50% -
0.58 -
63.8 -
0.87-
44% of 27 duels -
50% of 4 situations -

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

How tinka plays

Across 174 matches tinka averages K/R 0.67 and ADR 73.1; the rating across the 154 rated matches is 0.95. Biggest strength: Clutch 1v1 won at 48%, better than 92% of level 10 · 2,001-2,249 ELO players. Most room to improve: 3K rounds at 3.0%, better than only 10% of level 10 · 2,001-2,249 ELO players. Averages 14.6 kills per match with 55% headshots. The strongest map is Inferno with a 61% win rate in 23 matches. In 50 of 154 matches the rating was 1.10 or higher (32%), in 69 it was below 0.90. In 137 matches with detailed stats: 18 4Ks and 4 aces. Best month by rating: September 2026 at 1.01. tinka loses the most ELO on Dust 2 (−28 ELO, win rate 37%). Things go best on Inferno (+96 ELO, win rate 61%). Improved over the last three months: Headshots +2 pp, Win rate +4 pp, ELO +113. Unchanged in recent months: K/R at 0.66, Rating at 0.93, ADR at 73.1. Last 30 days: 30 matches, win rate 43%, net ELO −1.

How to read the numbers

Each value is compared with players on the same FACEIT level (here level 10 · 2,001-2,249 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.