GapTo10

Gap to Pro · original data

Level 10 is not a level. It is five.

Every other FACEIT level is a closed ELO band a couple of hundred points wide. Level 10 starts at 2,001 and never ends. This is what is actually up there, measured from 154 public profiles on 2026-08-13.

The highest account this crawl saw was 4,402 ELO. That is 2,401 points above the Level 10 floor — while the entire visible ladder, Level 1 through Level 10, spans 1,901.

Reaching Level 10 is not finishing the climb. It is somewhere around the halfway mark, and it is the point at which the badge stops telling you anything.

The bands

Bands widen as they climb because the population thins: equal-width bands would have produced four dense rows and one row of three people. Medians, not means, and the same filters as the level baselines — 100+ matches, 2,000+ rounds — so the two tables read as one continuous ladder.

ELO band ADRK/DHS%Win rateUtil dmg/rdEntry rateEntry win%1v1 win%Matches n
2,001–2,200 79.81.1147%51.0%4.7019.4%50.8%38.5%905 32
2,201–2,400 79.91.1047%51.0%4.5020.8%50.5%37.3%1,417 30
2,401–2,700 81.11.1550%52.0%4.1819.4%51.6%39.3%1,255 30
2,701–3,000 82.01.1751%53.0%4.3119.9%52.7%39.0%1,421 31
3,001+ 88.21.2152%55.0%4.5721.7%54.1%40.0%1,355 31

What the data says

The "typical Level 10" everyone compares against describes almost nobody.

Pool every Level 10 into one row and you get 82.5 ADR. Split them and the bottom band sits at 79.8 and the top at 88.2. The pooled figure lands near a 2,857 ELO player.

So a player who was promoted to Level 10 last week — sitting around 2,090 — was being told they were below par against a population seven hundred ELO above them. Same badge, completely different lobby.

This site used to do exactly that, and stopped. A report now compares a Level 10 against the band they are actually in, and their gap counts down to the next band floor rather than to nothing at all. That change came out of this measurement.

ADR stays flat for 700 more ELO, then jumps.

79.8 → 79.9 → 81.1 → 82.0 — and then 88.2 in the top band.

Below Level 10 the ADR medians flatten out around Level 6 and stop discriminating. That continues all the way to 3,000: a 2,050 player and a 2,900 player do within two points of the same damage per round, 850 ELO apart. Only in the top band does damage resume separating people, and there it jumps six points at once.

Which is worth knowing before you spend a winter in an aim trainer at 2,400. The thing that separates you from 2,900 is not damage output — the measurement says the players there are not producing more of it.

Entry rate is flat here too. It is flat everywhere.

19.4% · 20.8% · 19.4% · 19.9% · 21.7% — across 1,300 ELO of the strongest players on the platform, the share of opening duels a player is in barely moves. It does not move across the ten levels below either.

It is the most robust finding in everything we have measured, and it is structural: one player per side is in the opening duel, so each of the five is in about a fifth of them. No amount of skill changes the arithmetic.

What moves is conversion: 50.8% in the bottom band to 54.1% in the top. Continue that line down through the levels and it reaches 39.9% at Level 1. One metric, running cleanly from the bottom of the ladder to the top of it.

Win rate stops being 50%.

51.0% → 51.0% → 52.0% → 53.0% → 55.0%.

This is the one number that behaves differently up here, and it is a property of the population rather than of the players. Matchmaking pins almost everyone near 50% by construction — it is trying to give you a fair game. Near the top of the ladder there are not enough people left to do that, so the strongest accounts get matched against opponents they are genuinely better than, and the win rate drifts up.

Practically: a 55% lifetime win rate at 3,200 ELO is not evidence of a better player than 55% at 1,500. It is evidence of a thinner queue.

Clutching still does not separate anybody.

1v1 conversion runs 38.5% to 40.0% across the whole elite ladder — 1.5 points over 1,300 ELO, and not in a straight line.

Below Level 10 the entire spread from Level 3 to Level 10 is about 2.5 points. So across the full published ladder, from a Level 3 to a 4,000 ELO account, clutch rate moves by roughly three and a half points in total. It is the most watched statistic in Counter-Strike and very nearly a constant.

Everyone up here has played a lot.

Median match count by band: 905 · 1,417 · 1,255 · 1,421 · 1,355.

The median player in the bottom band has 905 matches behind them. There is no band up here where the typical account is under nine hundred. Which does not mean volume is what got them there — the ELO maths is clear that volume multiplies a margin rather than creating one — but it does mean nobody arrives quickly.

What this changes in your report

If you are Level 10, three things now work that did not before:

  • You get a gap again. The next band floor, with the same matches-to-close projections everyone else gets, instead of a widget that had nothing to count down to.
  • You are compared against your band, not against every Level 10 pooled together. At 2,090 that is a materially different verdict on the same stat line.
  • The top band is honest about itself. Above 3,001 there is no published rung left, so the report says so and starts tracking your peak from that visit rather than inventing a target.

You can see both halves of that on the worked examples — a Level 10 with a 57% win rate and the most overextended entry profile in the set, and a Level 10 who lost 225 ELO in two evenings.

Method and limits

Level 10 profiles sampled by walking public match rosters outward from several starting points across the range, so the crawl is not measuring one lobby. A roster reports a player's level but not their ELO, so each candidate costs a profile lookup before it can even be bucketed. 154 profiles cleared the filters, between 30 and 32 per band.

The caveat that matters most up here. These are lifetime stats keyed on current ELO, so a 3,200 account's numbers include every match it played at 1,800 on the way up. That compresses every gap in the table — the real difference between a 2,050 player and a 3,200 player in current form is wider than these rows show. It is the best a public API allows, and it is why the top band's six-point ADR jump is striking: it is large enough to survive the compression.

"Pro" here means ELO, not employment. This page measures the top of the public matchmaking ladder. Whether someone plays for an organisation is not something the FACEIT API reports, and no account here is identified.

The table is free to reuse with attribution and a link back. Regenerate it with node scripts/measure-elite.mjs.

Run your profile — if you are Level 10 you now get a real gap, measured against the band you are actually in.