GapTo10

Original data

What every FACEIT level actually looks like

Median lifetime statistics for each FACEIT level in CS2, measured from 435 public profiles on 2026-08-02. This is the reference table the report on this site compares you against, published in full.

Every stats site shows you your own numbers. Almost none of them tell you what the number is supposed to be. An 82 ADR is meaningless on its own — it is roughly the median at Level 10 and comfortably above it at Level 3, and those are opposite verdicts about the same player.

The table

Median, not mean: one smurf with a 2.4 K/D moves an average and does not move a median. Read a row as "the typical player who is this level today".

Level ADRK/DHS%Util dmg/rdEntry rateEntry win%1v1 win% n
1 61.60.7440%3.1316.0%39.9%32.9% 40
2 68.20.8641%3.7918.8%44.7%35.7% 42
3 74.40.9644%3.6719.4%46.3%36.6% 42
4 76.31.0245%4.2918.8%48.5%36.9% 41
5 75.41.0245%4.5519.1%48.6%38.8% 41
6 81.11.1046%4.6619.9%51.1%37.4% 40
7 80.71.0847%4.6620.2%50.6%38.4% 46
8 81.21.1147%4.5720.4%50.9%39.1% 47
9 81.71.1749%4.0620.1%51.1%37.9% 48
10 82.51.1751%4.1419.3%52.4%38.7% 48

Entry rate is the share of your team's opening duels you personally take. Entry win% is how many of those you win. Util dmg/rd is non-flash grenade damage per round, so HE and molotov together. n is the number of profiles sampled at that level.

What the data says

Entry rate is flat at every level. Entry success is the whole ladder.

Excluding Level 1, the share of opening duels a player takes sits between 18.8% and 20.4% at every single level. A Level 3 player and a Level 10 player take first contact almost exactly as often.

That is structural rather than a decision anyone makes: one player on each side is in the opening duel, so each of the five is in about a fifth of them. Which means "you take too much first contact" is almost never a real diagnosis — it flags everybody.

What does move is whether you win them: 39.9% at Level 1 rising to 52.4% at Level 10, a gain of 12.5 points. It is the single most cleanly separating number in the table, and it is one almost nobody tracks, because the scoreboard does not show it.

ADR stops meaning anything above Level 6.

From Level 1 to Level 6 the median ADR climbs 19.5 points, from 61.6 to 81.1. From Level 6 to Level 10 it climbs 1.4.

The most-quoted stat in Counter-Strike does about ninety percent of its discriminating in the bottom half of the ladder and then goes flat. If you are Level 7 and trying to work out why you are not Level 9, ADR will not tell you — the median Level 7 and the median Level 9 do nearly the same damage per round. Something other than damage is separating them.

This is the finding that most often surprises people, and it is why this site does not lead a report with ADR.

Headshot percentage is the only metric that never stalls.

It is the one column in the table that never goes down: 40% at Level 1 to 51% at Level 10, +11 points, rising at every step or holding.

That does not make it the most useful number — it measures mechanics, and mechanics are the slowest thing on this list to change. But it does make it the most honest one. A player who has genuinely improved their aim over six months will see it here, and a player who has improved their positioning will not, which is worth knowing before you read it as a report card.

Utility damage peaks in the middle and falls at the top.

Non-flash grenade damage per round rises to 4.66 at Level 6 and 7, then drops to 4.06 at Level 9 — below the Level 4 median.

The obvious reading is that better players throw less utility, which is almost certainly wrong. The likelier explanation is that damage is the wrong measure of a good grenade at the top of the ladder: a molotov that clears an angle without touching anybody is a good molotov, and a smoke that wins a site take does zero damage by definition. Level 6 players farm chip damage with HEs. Level 9 players use utility to take space.

Which is a caveat about the metric, not a target. Do not read a low number here as good. Read it as a number that stops being diagnostic once you are past Level 7 — the report weights it accordingly.

1v1 clutching barely separates anybody.

Across Levels 3 to 10 the entire spread in 1v1 clutch win rate is 2.5 points, and it does not move in a straight line — Level 8 medians above Level 9.

Clutching is the most visible thing that happens in a Counter-Strike match and one of the least informative. It is a small number of high-variance rounds, and at any level above 3 people convert roughly the same share of them. If your clutch rate is your best stat, that is not the thing carrying you.

Level 9 and Level 10 are statistically almost the same player.

Same K/D to two decimals (1.17 and 1.17), ADR 0.8 apart, clutch rates within 0.8 of a point. The two differences that survive are headshot percentage (49% to 51%) and entry success (51.1% to 52.4%).

This matches what the stalled Level 9 accounts look like in practice, and it is the statistical version of a thing every Level 9 already suspects: the gap to Level 10 is not a performance gap. It is consistency, session discipline, and a couple of points of opening duel conversion. There is more on that in the Level 9 drawdown guide.

Levels 4 and 5 are the same level.

Median ADR at Level 4 is 76.3; at Level 5 it is 75.4 — lower. K/D is identical at 1.02. With 41 and 41 profiles sampled, an inversion that small is noise, not a finding, and the honest reading is that the two bands are indistinguishable in lifetime stats.

Worth stating plainly because it cuts the other way too: if a comparison tool tells you that you are "below the Level 5 average" on ADR while sitting at Level 4, it is reporting sampling noise to you as a verdict.

Method

median of public lifetime stats, players with >=100 matches and >=2000 rounds, taken from the public FACEIT Data API on 2026-08-02. Minimum 12 profiles per level to publish a measured value; every level in this table cleared that by a wide margin, the smallest bucket being 40 profiles.

Profiles were sampled from public match history rather than from any leaderboard, which matters: sampling the leaderboard would have measured the top of each band rather than the middle of it. Nothing was scraped from the website, no private data was accessed, and no individual profile is republished here — only the aggregate.

The table is regenerated by scripts/measure-baselines.mjs and this page renders whatever that produces, so the prose above cannot drift away from the numbers.

The one caveat that matters

Keyed on the player CURRENT level, but the stats are lifetime, so a profile carries matches played at other levels. This is the best proxy the public API allows and it is what every comparison here rests on - read the bands as "players who are Level N today", not "performance at Level N".

Concretely: a Level 9 player's lifetime stats include the matches they played on the way up from Level 5, which drags their lifetime numbers below their current form. This compresses the whole table — the real gap between a Level 3 and a Level 10 in current form is wider than the rows here suggest. It is the best a public API allows, and every comparison on this site rests on it, so it is stated on the reports too rather than buried.

Using it

The table is free to reuse with attribution and a link back. If you are checking your own numbers against it, compare against the level you are now, look at entry success and headshot percentage before ADR, and ignore any gap smaller than about two points — that is inside the noise of a 40-profile median.

Run your FACEIT profile to have this comparison done for you — every stat placed against the median for your level, ranked by how much ELO the gap is costing you. Free, no sign-up.