GapTo10

Example report · Level 10

A Level 10 with a 57% win rate and the worst entry balance in this set

The highest win rate of any example here, and still the most overextended. Role mismatch does not resolve itself on the way up.

This is a real FACEIT profile, anonymised. Every statistic below is exactly as the public FACEIT API returned it on 2026-08-13 — nothing is illustrative and nothing is rounded for effect. The account name, avatar and match ids are replaced, because there is no reason to attach a stranger's name to a permanent page analysing their play.

The report underneath is the same report you get for your own profile, produced by the same engine. It is frozen rather than live so the analysis written around it keeps describing what the page shows.

Level 10, 2,041 ELO, and a 57% win rate across 522 matches — the best of any profile in this set. This is a genuinely strong player by every aggregate measure that gets quoted.

The report scores their top leak at 70 anyway, and the finding is that they are in a quarter of their team’s opening duels.

What the report found

26.2% of opening duels, against a measured median of 19.4%. That is the highest entry rate in this set of examples, from the highest-rated account in it.

They win 47.1% of them, against a 50.8% median. Balance across 2,236 duels: −130.

Note which median that is. At 2,041 ELO this account sits in the 2001–2200 band, and it is compared against the 32 profiles measured in that band — not against every Level 10 pooled together. Pooled, the Level 10 median opening duel rate is 52.4%, which would have made this player look 5.3 points short instead of 3.7. That pooled figure describes a player around 2,800 ELO, and holding a freshly promoted Level 10 to it is not a fair comparison. There is more on why in Gap to Pro.

For context on how far outside normal the rate is, entry rate barely moves anywhere on the ladder — 18.8% to 20.4% at every level from 2 to 10, and 19.4% to 21.7% across the elite bands. Being in 26% of your team’s opening duels is not a small deviation from that. It is a role, chosen or drifted into, and it is not paying.

The trap this profile illustrates

A 57% win rate is evidence that something is working. The natural inference is that whatever they are doing is correct and should be done more.

But look at what the rest of the card says they are good at. Their map splits are the strongest here by a distance: Inferno 67% over 52 matches, Dust2 62% over 87, Anubis 61% over 56. Their utility does 5.9 damage per round against a 4.7 band median — well above. Their 1v1 clutch rate is 38%, at median.

They are winning despite the opening duels, on the strength of map knowledge, utility and post-plant play. Which means the 57% is what this player looks like with a −130 entry balance attached, and the question the report is asking is what they look like without it.

What “fix” means here

Not aim. There is nothing in this profile suggesting a mechanical deficit — 79.4 ADR and a 1.06 K/D at Level 10 with a 44% headshot rate is a player who trades fine.

The fix is the same as on the Level 6 profile, which is the point:

Enter second, within trade distance — close enough that your death costs them a player.

Say it in comms: you are the trade, not the opener.

Role mismatch is not a low-level problem that players grow out of. It survives to 2,000 ELO, and at 2,000 ELO it is harder to see, because the win rate covering it up is good enough that nobody asks.

The map card, and the one line that matters on it

Nuke at 43% over 58 matches against Inferno at 67% over 52. Almost identical sample sizes, 24 points apart. The report recommends a permanent ban and it is hard to argue: this is a player with demonstrable map mastery who keeps queueing the one map they do not have it on.

A note on the gap number

This profile is 160 ELO from 2,201, the floor of the next measured band.

That target only exists because of this example. Level 10 is the one level with no ceiling, so the report originally had nothing to aim a Level 10 at: FACEIT does not publish historical peak ELO, and the fallback reported accounts like this one as “1 ELO from your peak, 0 matches away” — the product’s headline number saying nothing at all.

The fix was to stop treating Level 10 as one place. It is five measured bands running from 2001 to past 4,000, so this account has a rung 160 ELO above it and a projection to go with it. The measurement behind that is on Gap to Pro.

The report, in full

Everything below this line is generated. It is what the site returns for any profile you paste into it.

10

Sample D

Level 10 · 2,041 ELO

The gap

160

160 ELO to the 2,201+ band

Level 10 · 2,041 ELO · Your winrate right now is 57.0%

10
2,001 2,201
10

Matches needed

  • 64 64 matches at 55%
  • 46 46 matches at 57%
  • 32 32 matches at 60%

Assumes ±25 ELO per match.

Sample D loses the fight that decides the round. 47% of opening duels won against 51% for a typical Level 10 player — 1,183 first deaths against 1,053 first kills.

#1 Medium impact

You are losing the opening duel too often

You win 47% of your opening duels against 51% for a typical Level 10 player, and the balance is -130 across 2,236 of them. Whoever wins the opening plays the rest of the round a man up — this is the fight that decides most rounds before anything else happens.

Worth about 2–4 points of winrate

Evidence

  • Opening duel win rate 47% / 51%
  • Opening duel balance -130
  • 1v1 clutch win rate 38% / 39%
  • Rounds taking first contact 26.2% / 19.4%

Target: Opening duel win rate above 51% (47% → 51%)

The fix

  • Never be the first body through a smoke. Not once a map.
  • Enter second, within trade distance — close enough that your death costs them a player.
  • Take the angle that gives you information before the fight, not after it.
  • Say it in comms: you are the trade, not the opener. Someone else takes the first duel.
#2 Medium impact

Your grenades return 13.0 damage each

You have thrown 3,871 non-flash grenades against 3,671 flashes, and each one comes back with 13.0 damage. A nade thrown out of habit is $300 that should have been a flash your team could use. Total utility damage works out to 5.9 per round.

Worth about 1–2 points of winrate

Evidence

  • Utility damage per round 5.9 / 4.7
  • Damage per grenade 13.0
  • Non-flash grenades per flash 1.05 / 0.60
  • Flash success rate 49%
  • Flashes per round 0.43

Target: Non-flash grenades per flash under 0.60 (1.05 → 0.60)

The fix

  • Buy in this order: smoke → flash → molotov → flash → HE last.
  • HE only for a confirmed stack, a post-plant, or a retake choke. Never as a default buy.
  • A molotov denies space for the whole round. An HE denies 20 HP once.
  • Every flash should have someone using it. A flash thrown alone is a wasted $200.

Utility to learn first

Rule, not a measurement

You throw plenty — the mix is the problem. These are the pieces that turn that budget into space and information your team can use, on the maps you actually queue.

  1. 1

    Dust2 T · smoke

    Covers the xbox angle for a mid-to-B split, which is what makes the split arrive together instead of one player at a time.

  2. 2

    Dust2 CT · flash

    Pops a B tunnel push at the choke. A B anchor with one flash holds considerably longer than one without.

  3. 3

    Dust2 T · smoke

    Cuts the CT-side view through mid doors so your team can cross without being picked from spawn. The single most repeatable smoke on the map.

  4. 4

    Ancient CT · flash

    Flashes an A retake from donut, where the retaking players otherwise have to walk into a known angle.

  5. 5

    Ancient CT · smoke

    Denies mid control without contesting it. Ancient rounds are decided by mid more than by either site.

  6. 6

    Mirage CT · flash

    A pop-flash into connector stops a mid-to-A push in exactly the seconds your rotation needs. One of the highest-value flashes on the map and one of the easiest.

Advisory, not measured. FACEIT reports every non-flash grenade as a single number, so this cannot tell whether you already throw these and miss. It is what your maps, your role and your utility numbers suggest is worth an hour first.

#3 Medium impact

One map is bleeding your ELO

Nuke is at 43% across enough matches to be real, not variance, while Inferno is at 67%. That spread is a free win rate: the same player, a different map. Cut the bad ones from the queue instead of letting the pool decide for you.

Worth about 1–3 points of winrate

Evidence

  • Map win rate 43% / 50%

The fix

  • Permanent ban on Nuke. Every game, no exceptions.
  • Cut the queue to four maps. Depth beats coverage below Level 10.
  • Ignore your stats on maps that left the pool — they are not evidence anymore.
#4 Low impact Rule, not a measurement

Economy: the one thing we cannot measure for you

FACEIT does not publish per-round buy data, so this is a rule rather than a finding about you. It is on the list because a bad force costs the next two rounds, and two rounds is a map over a session.

Worth about 2–3 points of winrate

The fix

  • Force only if money − spend + loss bonus + likely kill rewards ≥ $4,000.
  • Full-buy floors: $5,000 on T, $6,000 on CT.
  • Loss bonus ladder: $1,400 / $1,900 / $2,400 / $2,900 / $3,400.
  • A win steps the ladder down one rung — it does not reset it. Plan the round after next.

Your sessions

One bar per session. Height is length, color is net ELO.

Maps

Active Duty as of 2026-07-06
Map Matches Win rate ADR  
Inferno 52 67% 83.3 Pick
Dust2 87 62% 81.4 Keep
Anubis 56 61% 79.3 Keep
Mirage 68 54% 78.3 Keep
Ancient 71 51% 79.5 Keep
Nuke 58 43% 73.1 Permanent ban
Cache 6 33% 79.4 Not enough matches
Overpass 2 100% 0.0 Dead data
Train 2 50% 85.3 Dead data
Vertigo 6 17% 79.5 Dead data
All stats
Matches
522
Win rate
57.0%
ADR
79.4
K/D
1.06
Headshot %
44%
Rounds
8,534

Picked from what the report just found in your matches.

  • FACEIT does not publish historical peak ELO, so the peak shown is only what we have tracked.
  • FACEIT reports non-flash grenades as one number, so HE, molotovs and smokes are counted together here. The damage-per-grenade figure is exact; the HE split is not something the data shows.
  • Maps with fewer than 15 matches are shown but not judged — that is too few games to separate a good map from a good week.
  • “Typical Level N” values are medians of public FACEIT profiles measured on 2026-08-02, from players with 100+ matches. They are keyed on a player’s current level while the stats are lifetime, so read them as “players who are Level N today”.

Run your own profile — free, no sign-up, no account linking. It takes a FACEIT nickname and about four seconds.

The other worked examples

← All example reports · The baselines these are measured against

Lifetime figures for this profile at capture: 522 matches, 57% win rate, 79.4 ADR, 1.06 K/D, 44% headshots over 8,534 rounds.