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On a typical stat you're ahead of 63% of 7,500–9,999 players, and above average on 23 of 29 stats. See the 7,500–9,999 averages.
Each ring shows how many 7,500–9,999 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 7,500–9,999 and 10,000–12,499, and how to close them.
You're at 604 ms, better than only 5% of 7,500–9,999 players (average 422 ms).
You're at 26%, better than only 15% of 7,500–9,999 players (average 34%).
You're at 0.00, better than only 1% of 7,500–9,999 players (average 0.00).
HLTV 1.0 formula: kills, survival and multi-kills per round. 1.00 is roughly average.
| Map | Matches | Win rate | Rating | ADR | Rating vs. 7,500–9,999 |
|---|---|---|---|---|---|
| Dust2 | 1 | 0% | 1.22 | 94.1 | 66% |
Percent = share of 7,500–9,999 players you beat on rating. Maps with only one or two matches swing a lot.
| Stat | Counter-Terrorist (11 rounds) | Terrorist (12 rounds) |
|---|---|---|
| Rating | 0.73 30% | 1.67 95% |
| Damage per round | 83.3 60% | 104.0 85% |
| K/D ratio | 0.80 31% | 2.33 99% |
| KAST | 73% 30% | 83% 85% |
| Rounds survived | 9% 6% | 50% 99% |
| Trades completed | 67% |
| Map | Result | K | D | ADR | Rating |
|---|---|---|---|---|---|
| Dust2 | Loss | 22 | 16 | 94 | 1.22 |
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.
Share of rounds where you were in the first duel.
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.
| 20% 70% |
| Utility damage per round | 4.2 80% | 1.7 55% |
|---|
Percent = share of 7,500–9,999 players you beat on that side.