GapTo10

Example report · Level 8

A Level 8 twenty ELO from Level 9

The closest gap in this set. What a report looks like when the answer is "almost nothing needs to change".

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.

1,731 ELO. Level 9 starts at 1,751. This player is 20 ELO away — one won match short, and the report says so: 8 matches at a 55% win rate, 6 at 57%, 4 at 60%.

It is worth publishing a report like this alongside the others, because most examples of a diagnostic tool are chosen to be dramatic. This one is chosen because it is not. Across 1,279 matches they hold a 51% win rate, ADR 74.0, K/D 1.05, 48% headshots. The report’s top finding scores 62, and its estimated value is 1–2 points of win rate.

Sometimes the honest answer is “you are fine, here is the smallest thing”.

What the report found

Their utility does 3.5 damage per round, against a 4.57 median for Level 8. Out of the same grenade budget as everyone else, they get about three-quarters of the return.

The supporting numbers: 6,305 non-flash grenades thrown across their extended-stats history, returning 11.2 damage each, alongside 9,701 flashes at a 46% success rate.

That flash count is worth pausing on. They throw more flashes than non-flash grenades — 0.48 per round — which is the correct direction, and the opposite of what the Level 10 session profile does. Their mix is good. Their output is low. The report distinguishes between those two failures and targets the one that is actually happening: get utility damage per round from 3.5 up toward 5.3.

Why this is the top card at only severity 62

Because everything else is smaller. The ranked list:

  • Utility, 62. Above.
  • Role, 60. 47.3% opening duels won against 51% median — but they take only 17.5% of them, below the 20.4% median. They are not overextending, they are just slightly losing the ones they are in.
  • Map pool, 53. Nuke at 46% over 35 matches, Inferno at 47% over 142.
  • Sessions, 41. Eleven sessions, none of which ran long and ended negative. Two instances of queueing past two straight losses, 45% including late matches. Mild.

Four findings within 21 severity points of each other is what a well-rounded profile looks like. No single thing is wrong. The report ranks them anyway, because “everything is slightly off” is not actionable and “start with utility” is.

The thing worth taking from this one

At 20 ELO out, the temptation is to grind — queue more, push through, get it done. Their session card is the mildest in this set precisely because they have not been doing that, and it is probably why they are 20 out rather than 200.

A player this close does not need a project. They need one more win than loss. The 1–2 points of win rate from fixing utility output is, at this distance, overwhelming.

What the report could not tell them

Both caveats on this card are worth reading as a demonstration of what the data does not support:

  • Their non-flash grenade number is HE, molotovs and smokes together, because FACEIT reports them as one figure. The damage-per-grenade number is exact; any claim about which grenade is wasted would not be.
  • Some of their map history — Train at 60%, Overpass at 59% — is on maps no longer in the pool, and is marked dead rather than counted.

The report, in full

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

8

Sample A

Level 8 · 1,731 ELO

The gap

20

20 ELO to Level 9

Level 8 · 1,731 ELO · Your winrate right now is 51.0%

8
1,531 1,751
9

Matches needed

  • 8 8 matches at 55%
  • 6 6 matches at 57%
  • 4 4 matches at 60%

Assumes ±25 ELO per match.

Sample A leaves damage on the table every round. 3.5 utility damage per round against 4.6 for a typical Level 8 player, out of the same grenade budget.

#1 Medium impact

Your grenades return 11.2 damage each

You have thrown 6,305 non-flash grenades against 9,701 flashes, and each one comes back with 11.2 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 3.5 per round.

Worth about 1–2 points of winrate

Evidence

  • Utility damage per round 3.5 / 4.6
  • Damage per grenade 11.2
  • Flash success rate 46%
  • Flashes per round 0.48

Target: Utility damage per round above 5.3 (3.5 → 5.3)

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

    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.

  2. 2

    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.

  3. 3

    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.

  4. 4

    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.

  5. 5

    Dust2 CT · flash

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

  6. 6

    Ancient CT · flash

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

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.

#2 Medium impact

You are losing the opening duel too often

You win 47% of your opening duels against 51% for a typical Level 8 player, and the balance is -192 across 3,520 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 -192
  • 1v1 clutch win rate 40% / 39%
  • Rounds taking first contact 17.5% / 20.4%

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.
#3 Medium impact

2 maps are bleeding your ELO

Nuke is at 46% across enough matches to be real, not variance, while Anubis is at 51%. 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 47% / 50%
  • 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 Medium impact

You lose ELO in sessions, not in games

Across 11 sessions: none ran long and ended negative, you kept queueing after two straight losses 2 times, and 45% 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 11
  • Long sessions ending negative 0
  • Times you queued past two straight losses 2
  • Sessions with matches after 23:00 45%

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.
#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  
Ancient 105 51% 75.3 Keep
Anubis 91 51% 75.3 Pick
Dust2 200 50% 74.5 Keep
Mirage 274 50% 72.4 Keep
Inferno 142 47% 73.3 Ban
Nuke 35 46% 77.8 Ban
Cache 9 44% 81.1 Not enough matches
Train 10 60% 74.5 Dead data
Overpass 46 59% 73.1 Dead data
All stats
Matches
1,279
Win rate
51.0%
ADR
74.0
K/D
1.05
Headshot %
48%
Rounds
20,145

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.
  • 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: 1,279 matches, 51% win rate, 74.0 ADR, 1.05 K/D, 48% headshots over 20,145 rounds.