GapTo10

Example report · Level 6

A Level 6 taking a quarter of the opening duels and losing three in five

The clearest case in the set. Every other stat on this profile is unremarkable; one of them is not, and it is worth about 125 ELO.

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.

This account has played 309 matches and won exactly half of them. ADR is 74.5, which is fine for Level 6. Headshot percentage is 42%, also fine. K/D is 0.91, slightly under water but nothing that looks like a diagnosis.

Nothing in the scoreboard view of this player says anything. The report scores their top leak at 98 out of 100, the highest severity in this set of examples, and it does it on a number the scoreboard never shows.

What the report found

They are in 22.9% of their team’s opening duels, against a measured median of 19.9% for Level 6. That is already unusual — the baselines data shows entry rate is close to flat across the whole ladder, because one player per side is in the opening duel and each of the five is in about a fifth of them. Taking 23% means deliberately going first more often than the team structure requires.

And they win 40.7% of them, against a 51.1% median.

Those two facts together are the whole report. Across 1,557 opening duels they have 634 first kills and 923 first deaths: a balance of −289. Two hundred and eighty-nine rounds where their team started a man down, in a game where the side that wins the opening duel wins most rounds.

Why the win rate hides it

A 50% win rate looks like a player who is exactly where they belong, and that is the trap. They are not losing because they are bad at Counter-Strike — ADR of 74.5 with a 0.91 K/D means they are trading reasonably once a round is underway. They are losing a specific fight, repeatedly, and then playing the rest of the round from behind well enough to claw half of them back.

The 50% is the recovery. The leak is upstream of it.

What the fix actually is

The report’s target is to get opening duel win rate from 41% to 51% — the median for their level. It does not suggest they aim better, because there is nothing in the data suggesting the aim is the problem. It suggests they stop being the one who goes first: enter second, within trade distance, and say so in comms.

That is a role change, not a skill change, and it is the reason this site leads with role rather than with ADR. A player who moves from 41% to 51% on 1,557 duels converts roughly 160 rounds from “team is a man down” to “team is a man up” — which is where the estimated 2–4 point win rate gain comes from.

The rest of the card

Worth noting what ranked below it, because the ordering is the product:

  • Utility, severity 75. 2.96 damage a round against a 4.66 median. Real, and worth fixing, but a fraction of the size of the role problem.
  • Sessions, severity 57. Thirteen sessions, three of them continued past two straight losses, and 54% included matches after 23:00.
  • Map pool, severity 44. Inferno at 42% across 19 matches against Mirage at 53%.

All four are true at once. The point of ranking them is that a player with limited attention should fix the first one, and the first one here is not close.

The gap to Level 7 is 125 ELO — about 50 matches at a 55% win rate. Closing a ten-point deficit on opening duels would plausibly get them there without anything else changing.

The report, in full

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

6

Sample F

Level 6 · 1,226 ELO

The gap

125

125 ELO to Level 7

Level 6 · 1,226 ELO · Your winrate right now is 50.0%

6
1,201 1,351
7

Matches needed

  • 50 50 matches at 55%
  • 36 36 matches at 57%
  • 25 25 matches at 60%

Assumes ±25 ELO per match.

Sample F loses the fight that decides the round. 41% of opening duels won against 51% for a typical Level 6 player — 923 first deaths against 634 first kills.

#1 High impact

You are losing the opening duel too often

You win 41% of your opening duels against 51% for a typical Level 6 player, and the balance is -289 across 1,557 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 41% / 51%
  • Opening duel balance -289
  • 1v1 clutch win rate 35% / 37%
  • Rounds taking first contact 22.9% / 19.9%

Target: Opening duel win rate above 51% (41% → 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 High impact

Your utility does 3.0 damage a round

You spend the same money on grenades as everyone else and get less back: 3.0 per round against 4.7 for a typical Level 6 player. Over a map that is a round or two of chip damage that never happened.

Worth about 1–2 points of winrate

Evidence

  • Utility damage per round 3.0 / 4.7
  • Damage per grenade 9.1
  • Flash success rate 46%
  • Flashes per round 0.56

Target: Utility damage per round above 5.4 (3.0 → 5.4)

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 spend the same on grenades as everyone else and get less back. These are the highest-value pieces on the maps you actually queue, easiest to learn first.

  1. 1

    Dust2 T · molotov

    Burns the corner behind long doors before you take the duel. Forces the CT to move first, which is the whole game on long.

  2. 2

    Mirage T · molotov

    Clears the market hold covering B before a B take, forcing the CT out of a position they can otherwise hold for the whole round.

  3. 3

    Mirage T · molotov

    Burns the stairs hold before you commit to A. That is where the passive CT waits to trade your entry, and a molotov moves them at a moment you chose.

  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

    Nuke CT · smoke

    Cuts the yard crossing so an outside take has to happen blind or not at all.

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

You lose ELO in sessions, not in games

Across 13 sessions: 1 ran long and ended negative, you kept queueing after two straight losses 3 times, and 54% 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 13
  • Long sessions ending negative 1
  • Times you queued past two straight losses 3
  • Sessions with matches after 23:00 54%

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.
#4 Medium impact

One map is bleeding your ELO

Inferno is at 42% across enough matches to be real, not variance, while Mirage is at 53%. 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 42% / 50%

The fix

  • Permanent ban on Inferno. 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.
#5 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  
Mirage 106 53% 76.2 Pick
Dust2 112 52% 74.6 Keep
Nuke 31 48% 70.7 Keep
Anubis 11 45% 63.1 Not enough matches
Inferno 19 42% 73.7 Permanent ban
Cache 10 40% 76.9 Not enough matches
Ancient 9 22% 72.1 Not enough matches
Vertigo 2 100% 95.0 Dead data
Overpass 9 67% 77.7 Dead data
All stats
Matches
309
Win rate
50.0%
ADR
74.5
K/D
0.91
Headshot %
42%
Rounds
6,797

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: 309 matches, 50% win rate, 74.5 ADR, 0.91 K/D, 42% headshots over 6,797 rounds.