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OverviewIndividualMatchesEventsCareerWeaponsClutchesOpponents
Player profile
Adil Benrlitom
No team
30 years
Rating 1.0
Rating 1.0
The rating tells us if the player put up above or below average numbers, with 1.00 being the average
1.09
Avg.
Okay
DPR
DPR
Deaths per round
0.66
Avg.
Good
KAST
KAST
Percentage of rounds in which the player either had a kill, assist, survived or was traded
71.1%
Avg.
Okay
Impact
Impact
Measures the impact made from multikills, opening kills, and clutches
1.12
Avg.
Okay
ADR
ADR
Average damage per round
79.1
Avg.
Okay
KPR
KPR
Kills per round
0.74
Avg.
Good
Side:
Both Sides
CT Side
T Side
Stats per:
Round
24 rounds
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
82/100
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
77/100
Firepower
Firepower: A player's raw output, with a score based on kills, damage, and multi-kills. This is one for the star players — or those on a particularly high hot streak. Survival doesn't matter at all here; this is just the fraggers.
79/100
Kills per round
0.74
Kills per round
0.76
Kills per round
0.72
Rounds with a kill
49.0%
Rounds with a kill
50.2%
Rounds with a kill
47.8%
Kills per round win
1.01
Kills per round win
1.02
Kills per round win
1.00
Rating 1.0
1.09
Rating 1.0
1.14
Rating 1.0
1.04
Damage per round
79.1
Damage per round
83.2
Damage per round
75.0
Rounds with a multi-kill
18.7%
Rounds with a multi-kill
19.5%
Rounds with a multi-kill
17.8%
Damage per round win
57.7
Damage per round win
57.4
Damage per round win
58.1
Pistol round rating
1.13
Pistol round rating
1.14
Pistol round rating
1.13
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
13/100
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
5/100
Entrying
Entrying: How likely a player is to be the one sacrificed for his teammates. High-scoring players are those who go round risky corners first (often knowing certain death is coming), or into bomb-sites in the mid-round to make space for their star players. The score is based on traded deaths (both % and per round) and how often they are 'saved' by a teammate per round.
4/100
Saved by teammate per round
0.10
Saved by teammate per round
0.05
Saved by teammate per round
0.07
Traded deaths per round
0.08
Traded deaths per round
0.07
Traded deaths per round
0.09
Traded deaths percentage
11.7%
Traded deaths percentage
10.8%
Traded deaths percentage
12.5%
Opening deaths traded percentage
15.3%
Opening deaths traded percentage
12.1%
Opening deaths traded percentage
18.4%
Assists per round
0.12
Assists per round
0.15
Assists per round
0.09
Support rounds
16.5%
Support rounds
10.7%
Support rounds
7.9%
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
19/100
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
5/100
Trading
Trading: The baiters, but that isn't a negative term. Being able to trade your teammates is a crucial skill in pro CS. Trade kills (both % and per round) are key here but so is saving your teammate while they're taking damage.
12/100
Saved teammate per round
0.11
Saved teammate per round
0.05
Saved teammate per round
0.08
Trade kills per round
0.09
Trade kills per round
0.07
Trade kills per round
0.10
Trade kills percentage
11.6%
Trade kills percentage
9.3%
Trade kills percentage
14.1%
Assisted kills percentage
18.5%
Assisted kills percentage
19.4%
Assisted kills percentage
17.5%
Damage per kill
61
Damage per kill
61
Damage per kill
61
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
49/100
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
50/100
Opening
Opening: How likely a player is to make the difference with an early-round opening frag. Given that pros win 5v4s more than 70% of the time on average, aggression is a skillset every team needs. The score is based off of opening kills per round, and opening attempts.
47/100
Opening kills per round
0.10
Opening kills per round
0.11
Opening kills per round
0.09
Opening deaths per round
0.08
Opening deaths per round
0.08
Opening deaths per round
0.08
Opening attempts
18.0%
Opening attempts
18.8%
Opening attempts
17.3%
Opening success
54.9%
Opening success
58.2%
Opening success
51.3%
Win% after opening kill
73.1%
Win% after opening kill
73.7%
Win% after opening kill
72.3%
Attacks per round
2.44
Attacks per round
1.54
Attacks per round
1.26
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
42/100
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
40/100
Clutching
Clutching: The late round players and 1vX specialists, players you can rely on in post-plants and retakes to make the difference. The score is based mostly on clutches won with an added stylistic measure in the form of time alive per round to identify late round specialists.
44/100
Clutch points per round
0.02
Clutch points per round
0.02
Clutch points per round
0.03
Last alive percentage
6.7%
Last alive percentage
5.9%
Last alive percentage
7.5%
1on1 win percentage
59.5%
1on1 win percentage
53.3%
1on1 win percentage
66.4%
Time alive per round
0m 37s
Time alive per round
0m 36s
Time alive per round
0m 38s
Saves per round loss
5.6%
Saves per round loss
9.7%
Saves per round loss
1.8%
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
0/100
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
0/100
Sniping
Sniping: Primary AWPers. Based on kills and multi-kills with the AWP and SSG-08, a low score indicates a rifler, medium a hybrid player, and high a fully fledged full-time sniper.
1/100
Sniper kills per round
0.01
Sniper kills per round
0.01
Sniper kills per round
0.00
Sniper kills percentage
1.0%
Sniper kills percentage
1.5%
Sniper kills percentage
0.9%
Rounds with sniper kills percentage
0.6%
Rounds with sniper kills percentage
0.7%
Rounds with sniper kills percentage
0.5%
Sniper multi-kill rounds
0.001
Sniper multi-kill rounds
0.002
Sniper multi-kill rounds
0.0009
Sniper opening kills per round
0.0008
Sniper opening kills per round
0.001
Sniper opening kills per round
0.0005
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.
27/100
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.
27/100
Utility
Utility: The side's grenadier. There's plenty of ways to be 'supportive' in modern CS but utility usage is still a key feature of that. The overall score is a combination of flashbang statistics and grenade damage per round.
29/100
Utility damage per round
3.26
Utility damage per round
4.28
Utility damage per round
2.25
Utility kills per 100 rounds
0.57
Utility kills per 100 rounds
0.35
Utility kills per 100 rounds
0.25
Flashes thrown per round
0.43
Flashes thrown per round
0.32
Flashes thrown per round
0.55
Flash assists per round
0.02
Flash assists per round
0.01
Flash assists per round
0.02
Time opponent flashed per round
1.33
Time opponent flashed per round
1.42
Time opponent flashed per round
1.27
Statistics
Total kills27481
Headshot %68.1%
Total deaths24382
K/D Ratio1.13
Damage / Round79.1
Grenade dmg / Round3.3
Maps played1428
Rounds played37066
Kills / round0.74
Assists / round0.12
Deaths / round0.66
Saved by teammate / round0.10
Saved teammates / round0.11
Rating 1.01.09
Featured ratingsRating 2.0
1.09
vs top 5 opponents
(151 maps)
1.07
vs top 10 opponents
(253 maps)
1.09
vs top 20 opponents
(461 maps)
1.09
vs top 30 opponents
(577 maps)
1.09
vs top 50 opponents
(667 maps)
Form in filter
Sliding window of rating 1.0 for matches in the past 3 months - 1 day increments