GapTo10

Example report · Level 6

A Level 6 whose stats are fine and whose calendar is not

Two profiles at the same level, 28 ELO apart, with completely different diagnoses. This is the one where the problem is not in the game.

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.

Compare this account with the Level 6 role example and the value of ranking leaks rather than listing stats becomes obvious. Same level, 28 ELO apart, similar match counts, both sitting at a 50% win rate. Completely different reports.

This player’s mechanics are unremarkable in the good sense: ADR 72.1, K/D 1.01, 41% headshots across 9,661 rounds. Their opening duel win rate is 47.8% against a 51.1% median — under, but by three points rather than ten, and they take only 15.8% of their team’s opening duels, which is below median. They are not overextending. They are not being carried.

The top leak is scored 77, and it is about when they play.

What the report found

Across the eight sessions in their recent history:

  • Two long sessions ended negative. Not two bad games — two evenings that started even and finished down.
  • The two-loss rule was broken twice. Two straight losses, and they queued again.
  • 88% of sessions included matches after 23:00. Seven of eight.

That last number is the one that does the work. This is not a player who occasionally has a late night. This is a player whose default is a late night.

Why this outranks their other leaks

The report put role second at severity 59 and utility third at 50, and both are genuine. But the arithmetic of a session is brutal in a way a three-point entry deficit is not.

A single lost match costs about 25 ELO. A three-point improvement in opening duel win rate is worth maybe two points of win rate, which over 40 matches is roughly one extra win — 50 ELO, earned slowly.

One session that runs seven matches and finishes 3–4 costs 25. One that finishes 2–5 costs 75. Their history contains a 3-match evening at 1W–2L, another at 1W–2L, and a seven-match evening at 3W–4L. That is 75 ELO given back inside three sittings, in a profile that is 97 ELO from Level 7.

The leak is not that they lose games. It is that the shape of their play converts a 50% win rate into a downward ratchet: they play until it stops going well, which means every session ends at a local minimum.

The uncomfortable part

The fixes on this card are the ones players ignore, because they are not about Counter-Strike:

Two straight losses ends the session. Not a break — the session.

No queueing after 23:00. Your late sessions are where the drawdowns live.

There is no mechanical practice, no aim routine, and no crosshair placement drill. There is a rule about when to stop, and the estimated gain from following it is 2–4 points of win rate — the same range the report gives the role leak on the other Level 6 profile, from a change that costs nothing but discipline.

One thing the report gets right by refusing to

Their utility card fires, but not for low output — they do 6.6 damage a round, well above the 4.66 median for their level. It fires on the mix: 4,361 non-flash grenades against 4,159 flashes. So the target is the ratio, not the damage. The report does not tell them to increase a number they are already winning, which is a distinction the engine got wrong until this example exposed it.

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 E

Level 6 · 1,254 ELO

The gap

97

97 ELO to Level 7

Level 6 · 1,254 ELO · Your winrate right now is 50.0%

6
1,201 1,351
7

Matches needed

  • 39 39 matches at 55%
  • 28 28 matches at 57%
  • 19 19 matches at 60%

Assumes ±25 ELO per match.

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

#1 High impact

You lose ELO in sessions, not in games

Across 8 sessions: 2 ran long and ended negative, you kept queueing after two straight losses 2 times, and 88% 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 8
  • Long sessions ending negative 2
  • Times you queued past two straight losses 2
  • Sessions with matches after 23:00 88%

Target: Times you queued past two straight losses under 0 (2 → 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

You are losing the opening duel too often

You win 48% of your opening duels against 51% for a typical Level 6 player, and the balance is -67 across 1,523 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 48% / 51%
  • Opening duel balance -67
  • 1v1 clutch win rate 33% / 37%
  • Rounds taking first contact 15.8% / 19.9%

Target: Opening duel win rate above 51% (48% → 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.
#3 Medium impact

Your grenades return 14.5 damage each

You have thrown 4,361 non-flash grenades against 4,159 flashes, and each one comes back with 14.5 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 6.6 per round.

Worth about 1–2 points of winrate

Evidence

  • Utility damage per round 6.6 / 4.7
  • Damage per grenade 14.5
  • Non-flash grenades per flash 1.05 / 0.60
  • Flash success rate 48%
  • 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

    Inferno T · flash

    A flash over apartments for a teammate entering A. Support flashing is the highest-leverage thing a non-entry does and never shows in your K/D.

  3. 3

    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.

  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

    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.

  6. 6

    Inferno T · smoke

    Takes coffins out of a B execute. It is the position that most often trades the first player through.

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.

#4 Medium impact

One map is bleeding your ELO

Ancient is at 44% across enough matches to be real, not variance, while Nuke is at 57%. 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 44% / 50%

The fix

  • Permanent ban on Ancient. 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  
Nuke 30 57% 74.2 Pick
Inferno 69 55% 76.0 Keep
Dust2 115 52% 75.2 Keep
Anubis 41 51% 74.1 Keep
Mirage 117 48% 70.2 Keep
Ancient 48 44% 63.5 Permanent ban
Cache 8 25% 56.4 Not enough matches
Vertigo 7 71% 72.3 Dead data
Overpass 7 57% 63.6 Dead data
Train 3 33% 78.1 Dead data
All stats
Matches
447
Win rate
50.0%
ADR
72.1
K/D
1.01
Headshot %
41%
Rounds
9,661

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: 447 matches, 50% win rate, 72.1 ADR, 1.01 K/D, 41% headshots over 9,661 rounds.