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On a typical stat you're ahead of 55% of Silver II players, and above average on 20 of 31 stats. See the Silver II averages.
Each ring shows how many Silver II players you're better than. The blue tick at the bottom marks the average player. Select a tile for details.
Your biggest gaps compared with Silver II and Silver III, and how to close them.
You're at 0.69, better than only 12% of Silver II players (average 0.34).
You're at 0.00, better than only 1% of Silver II players (average 0.00).
You're at 31%, better than only 21% of Silver II players (average 50%).
HLTV 1.0 formula: kills, survival and multi-kills per round. 1.00 is roughly average.
| Map | Matches | Win rate | Rating | ADR | Rating vs. Silver II |
|---|---|---|---|---|---|
| Ancient (compared with the overall average) | 1 | 100% | 0.98 | 87.4 | 66% |
| Dust2 (compared with the overall average) | 1 | 0% | 0.95 | 103.4 | 63% |
Percent = share of Silver II players you beat on rating. * Compared with the overall average: there isn't enough data for that map at this rank yet. Maps with only one or two matches swing a lot.
| Stat | Counter-Terrorist (18 rounds) | Terrorist (20 rounds) |
|---|---|---|
| Rating | 0.99 67% | 0.94 62% |
| Damage per round | 94.8 87% | 95.2 87% |
| K/D ratio | 1.00 67% | 0.83 51% |
| KAST | 78% 74% | 70% 49% |
| Opening duels won | 33% 40% | – – |
| Rounds survived | 17% 26% |
Kills divided by deaths.
Average damage dealt to enemies each round.
Average kills each round.
Share of your kills that were headshots.
Share of rounds you were still alive at the end.
How far your crosshair was from an enemy's head when they came into view. Smaller is better.
Time from an enemy coming into view to your first hit on them. Smaller is better.
Time from an enemy coming into view to killing them. Smaller is better.
Share of all your bullets that hit an enemy.
Accuracy of the shots you fired while you could see an enemy (no spam or wallbangs).
Share of your bullet hits that landed on the head.
Accuracy of the first bullet you fire once your recoil has reset.
Accuracy from the third bullet of a spray onwards (automatic weapons).
Share of first bullets fired while moving slowly enough to be accurate.
Rounds where you got a kill, an assist, survived, or were traded.
Of the rounds where you took part in the first duel, how often you won it.
Share of rounds where you were in the first duel.
Share of 1v1 situations you won.
Kills on an enemy who killed a teammate in the previous 5 seconds.
When a teammate near you died, how often you hit their killer within 5 seconds.
When a teammate near you died, how often you killed their killer within 5 seconds.
When you died with a teammate nearby, how often they killed your killer within 5 seconds. Shows how well you play with your team.
Damage from HE grenades and molotovs each round.
Share of your flashbangs that blinded at least one enemy.
Enemies blinded by your flashbangs each round.
How long, on average, each enemy you flashed stayed blind.
Kills by teammates on enemies your flash had blinded.
Teammates blinded by each flashbang you throw. Smaller is better.
Flashes, smokes, HE grenades and molotovs thrown each round.
Value of the grenades you were still holding when you died, on average. Smaller is better.
| 10% 8% |
| Trades completed | 14% 68% | 15% 72% |
|---|
| Utility damage per round | 0.2 27% | 2.1 51% |
|---|
Percent = share of Silver II players you beat on that side. Compared with the rank's overall average until there's enough CT and T data at this rank.