GapTo10

Example report · Level 10

A Level 10 who lost 225 ELO in two evenings

The largest profile here, and the clearest picture of what a drawdown actually looks like in the history.

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.

2,370 matches. 48,500 rounds. 54% headshots, against a measured median of 51% at Level 10 — the best mechanical number in this set of examples. ADR 81.3, a shade under the 82.0 median for the band above theirs. Opening duel win rate of 50.8% against a 50.8% median for their ELO band — exactly at it — and their entry balance across 11,085 duels is positive: 5,635 first kills to 5,450 first deaths.

There is nothing wrong with how this person plays Counter-Strike.

Their lifetime win rate is 50%.

What the report found

The top card, at severity 72, is about sessions. Across the seven in their recent history:

  • Two ran long and ended negative.
  • The two-loss rule was broken three times.
  • 29% included matches after 23:00 — the lowest late-night share in this set.

The detail is in the session history itself. Two evenings stand out:

  • A 7-match session finishing 1W–6L, estimated at −125 ELO.
  • An 8-match session finishing 2W–6L, estimated at −100 ELO.

That is 225 ELO across two sittings, from a player whose per-match performance is at or above the median for their level in almost every dimension.

The asymmetry that defines a drawdown

A 50% win rate over 2,370 matches means this player has won and lost roughly 1,185 times each. ELO gained and lost should cancel. It does — that is the problem. Two thousand three hundred and seventy matches of median-or-better Level 10 play has produced a net of nothing, because the good stretches are slow and spread across dozens of matches while the bad ones are concentrated into single evenings.

Climbing is a win-rate effect. A drawdown is a handful of sessions. The two do not happen at the same speed, and that is why a player can be mechanically better than their rank and stay at it indefinitely. There is more on the pattern in the Level 9 drawdown guide, which describes the same shape a level below.

Why the late-night number is a red herring here

29% is the lowest late-night share of any example in this set, and it would be easy to read that as exoneration. It is not the mechanism.

Compare the Level 6 session profile, where 88% of sessions ran past 23:00 and the sessions were mostly short. That player’s problem is when. This player’s problem is length — the 7-match and 8-match evenings — and the two need different rules. The card gives both, but the one that matters here is:

Cap the session at five matches even when you are winning.

Neither of their two disaster sessions would have been possible under that rule. The 1W–6L would have been cut at 5 matches; the 2W–6L likewise. Roughly half of the 225 ELO does not happen.

The utility card, and what it is actually saying

Second finding at severity 50, and it is a mix problem rather than an output problem: 18,822 non-flash grenades against 13,931 flashes, a ratio of 1.35 where the report wants 0.6 or below.

Their utility damage is 5.0 per round, above the 4.7 median for their band, so the report does not ask them to raise it. It asks them to convert nades into flashes. Their flash success rate is 56% — the highest in this set — which is the argument: the flashes they do throw work, and they throw 0.29 per round.

The map card

Nuke at 46% over 142 matches, against Ancient at 54% over 323. One ban, on a large enough sample to be certain. Ranked third at severity 39, correctly — it is worth 1–3 points of win rate against the 2–4 the session card offers, and the session card is free.

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 C

Level 10 · 2,121 ELO

The gap

80

80 ELO to the 2,201+ band

Level 10 · 2,121 ELO · Your winrate right now is 50.0%

10
2,001 2,201
10

Matches needed

  • 32 32 matches at 55%
  • 23 23 matches at 57%
  • 16 16 matches at 60%

Assumes ±25 ELO per match.

Sample C does not lose ELO in single games. It goes in sessions: 2 long sessions ended negative, and the two-loss rule was broken 3 times.

#1 High impact

You lose ELO in sessions, not in games

Across 7 sessions: 2 ran long and ended negative, you kept queueing after two straight losses 3 times, and 29% of your sessions included matches after 23:00. A single bad game costs 25 ELO. A bad session costs 200.

Worth about 2–4 points of winrate

Evidence

  • Sessions analyzed 7
  • Long sessions ending negative 2
  • Times you queued past two straight losses 3
  • Sessions with matches after 23:00 29%

Target: Times you queued past two straight losses under 0 (3 → 0)

The fix

  • Two straight losses ends the session. Not a break — the session.
  • A new peak ELO ends the session too. Bank it.
  • No queueing after 23:00. Your late sessions are where the drawdowns live.
  • Cap the session at five matches even when you are winning.
#2 Medium impact

Your grenades return 12.9 damage each

You have thrown 18,822 non-flash grenades against 13,931 flashes, and each one comes back with 12.9 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 5.0 per round.

Worth about 1–2 points of winrate

Evidence

  • Utility damage per round 5.0 / 4.7
  • Damage per grenade 12.9
  • Non-flash grenades per flash 1.35 / 0.60
  • Flash success rate 56%
  • Flashes per round 0.29

Target: Non-flash grenades per flash under 0.60 (1.35 → 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

    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.

  2. 2

    Anubis T · smoke

    Covers the mid crossing so you can take mid without paying for it. Anubis mid feeds both sites, which makes this the most reusable smoke on the map.

  3. 3

    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.

  4. 4

    Dust2 CT · flash

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

  5. 5

    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.

  6. 6

    Anubis CT · flash

    Flashes an A retake from heaven, which converts a retake from a series of duels into one coordinated hit.

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 Low impact

One map is bleeding your ELO

Nuke is at 46% across enough matches to be real, not variance, while Ancient is at 54%. 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 46% / 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  
Ancient 323 54% 88.1 Pick
Dust2 655 52% 81.4 Keep
Inferno 120 49% 79.2 Keep
Anubis 378 49% 80.2 Keep
Mirage 540 49% 78.2 Keep
Cache 42 48% 84.6 Keep
Nuke 142 46% 82.5 Ban
Vertigo 29 52% 85.8 Dead data
Overpass 32 50% 73.8 Dead data
Train 31 32% 79.6 Dead data
All stats
Matches
2,370
Win rate
50.0%
ADR
81.3
K/D
1.05
Headshot %
54%
Rounds
48,500

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.
  • Some of your map stats are on maps that are no longer in the Active Duty pool. They are marked dead.
  • 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.
  • “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: 2,370 matches, 50% win rate, 81.3 ADR, 1.05 K/D, 54% headshots over 48,500 rounds.