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How to use team statistics

The My team → Statistics section combines FACEIT performance with explainable suggestions for captains and coaches. Select a map and a window of the latest 10, 20, or 50 maps. These filters define the player-metric slice. Overview also provides trends, a separate map comparison and shared lineup results.

The Overview tab appears first in the list and brings together lineup chemistry, lineup links, and review suggestions. Detailed tables remain in Results, Combat, Opening duels, Utility and flashes, and Clutches. On the next visit, the app restores the last selected section.

Check the slice-freshness notice before drawing conclusions. Statistics are updating means the latest available calculation is shown for now; This slice is partial means not every player has data; Data may be outdated means newer matches have not confirmed the slice recently. The notice includes the last calculation time in UTC. Values remain available for review in these states, but should not automatically be treated as the lineup's current form.

Form & Performance uses the same match facts for daily WR, ADR, and K/D, but answers a different question: how one player's results looked on days with different self-reported readiness. It adds context to team statistics; it does not replace the selected map slice or prove causation.

In the Results table, an owner or captain can select a player's nickname. Its hover and focus hint explains that the action opens Form & Performance. The app opens that player on daily WR and moves keyboard focus to the related section. A notice explains the scope change: this chart uses all available maps across 30/60/90 calendar days, not the selected map and 10/20/50 window. Returning preserves the original team-statistics filters. If the player's voluntary Gaming Form is not shared in this view, only game statistics remain available below and the readiness comparison is not calculated. Other members do not gain access to another player's self-ratings through this action.

Overview starts with the selected player's WR, ADR and K/D, changes and map count. The ⓘ beside a heading opens calculation rules, sample dates and supporting explanations on mouse hover or keyboard focus on desktop, and by tap on a phone. Escape closes the explanation. Freshness status and the last calculation time stay visible; the full warning opens through ⓘ.

Review topics appear as compact rows with the player, topic and evidence. Select Review to reveal the next step and available actions. When no shared maps exist, a short message replaces the empty matrix.

In Overview, select a player under Trends and maps. WR, ADR, and K/D compare the latest maps with the preceding non-overlapping sample within the same 10/20/50 window. Changes appear when each sample contains at least five maps; WR changes use percentage points. Dates and sample counts help assess whether the samples are comparable. Comparisons include maps with resolved outcomes; an unavailable metric appears as “—”.

Shared five-player WR includes only maps where all five current starters played on the same side. Each map is counted once. Individual matches do not substitute for missing shared evidence.

In Player map pool, a bar shows current WR for each map and a marker shows previous WR, with both sample counts alongside. These are the selected player's individual matches. Selecting a map changes the statistics filter. Expand Underlying maps for dates, outcomes and ADR, switch to the shared five-player history, or open an available FACEIT match.

Reading Form & Performance​

Performance, match counts, and voluntary self-ratings occupy separate areas with a shared date axis. Lines connect consecutive observed days only: a gap is neither zero nor continuous evidence.

Focus on observed days narrows the visible range; Show full period restores the calendar context. The full period and team time zone remain labelled. Select a day on the chart or through Select a day; left and right arrow keys work while the chart has focus. Daily data table makes values available without hovering, including on a phone. Unresolved match outcomes appear separately and are not counted as losses.

Starting players’ WR​

This block pools wins and maps for current starters, including individual matches. It is neither an arithmetic average of percentages nor shared five-player WR. Player coverage and sample size remain visible alongside the result.

  • Positive sample — WR of 55% or higher;
  • Even sample — WR from 45% to 54.9%;
  • Review needed — WR below 45%.

These assessments appear only when the sample has at least preliminary reliability. With too few matches, WR remains visible as a raw fact, but the card uses the neutral Sample too small status instead of a premature positive or negative assessment.

The status prioritizes review but does not explain why the result occurred. Select Open results to reach the supporting table without changing the selected map or window.

Lineup readiness​

Starting-lineup chemistry summarizes all available shared maps for every pair in the five-player lineup within the selected map scope. Switching the 10/20/50 window does not change this score. It is always shown with:

  • pair coverage — how many links have shared-map evidence;
  • confidence — how large the accumulated sample is;
  • the known and expected pair counts.

Until at least one pair is known, no score is shown: a neutral fallback is not presented as measured chemistry. With low coverage, any score that does appear remains an early signal.

The matrix shows shared map counts for each player pair. Select a cell to see player names, map count and chemistry below it. “—” and the no-shared-maps message indicate missing measured evidence. Unlike player metrics, the 10/20/50 window does not change the accumulated pair sample; the selected map still applies.

The matrix remains available on phones with horizontal scrolling. Shared map counts describe evidence volume, not communication quality, trading or a specific tactic. Review demos before making those conclusions.

What to review​

Player cards appear only after a minimum sample. They can identify a review topic such as opening-duel setup, flash timing, utility impact, 1v1 decisions, or stable combat form.

Every card contains evidence, sample size, and a next step. Stable-combat evidence shows both qualifying metrics, ADR and K/D. Utility-impact evidence shows both utility events and matches because the signal requires at least 20 utility events across a sample of 5 or more matches. It is a training hypothesis, not an automatic diagnosis or player rating.

At most three topics appear initially. All review topics expands the remainder; Show less restores the compact view. When the slice is not ready, the section says Check against recent matches: enough observations alone do not make an observation current.

Select Open data to jump directly to the supporting table. The app opens the relevant section—Opening duels, Utility and flashes, Clutches, or Combat—scrolls to the player, and highlights the row. The selected map and 10/20/50 window stay unchanged.

When your permissions allow it, Create review task opens an editable draft containing the player, topic, map, window and evidence. The task is saved only after submitting the form; a successful creation provides a link to it. A failed submission preserves the draft. Schedule review opens the calendar with a demo-review draft whose title includes the topic, player and selected map. Check the date, participants and other fields before saving. The task’s evidence link opens Game with the saved player, map and window even if another statistics section was selected last.

Reading table abbreviations​

Hover a column header or move keyboard focus to it to see the full explanation. The ↕ arrow means that the column can be used for sorting.

Six aggregated starting-lineup metrics sit directly above the table without a separate heading or repeated coverage labels. They do not average player percentages: WR is total wins / total matches, ADR is total damage / total rounds, K/D is total kills / total deaths, K/R is total kills / total rounds, OE% is total opening-duel wins / total opening-duel attempts, and UD/R is total utility damage / total rounds. Hover a metric or move keyboard focus to it to see how many starting players contributed, the per-player match range, and any limited-evidence status. Green or red threshold color is used only when at least three players contribute and every contributor has at least two matches plus enough metric-specific evidence: 20 rounds for ADR, K/R, and UD/R; 10 deaths for K/D; and 5 opening-duel attempts for OE%. With less evidence, the number remains visible but neutral. A zero denominator is shown as “—”.

If a number is not yet eligible for a threshold color, a Limited evidence label appears beneath it. An ordinary neutral value backed by enough evidence does not receive that label.

Each metric hint describes its sample and the range of actual matches per player without adding persistent visual noise. This is sample coverage; it is not presented as the team's match count.

The comparison chart is shown only when at least two players have suitable data. A single player is not stretched to a misleading 100%-height comparison; the interface asks for another player's data instead. For 1v1 and 1v2 percentages, each bar tooltip also includes the wins / all attempts sample so that a high percentage from very few situations does not appear more reliable than it is.

  • M — matches; W / L / WR — wins, losses, and win percentage; R — rounds played; AVG — average kills per match;
  • K / D / A — kills, deaths, and assists; ADR — average damage per round; K/D — kills-to-deaths ratio; K/R — kills per round; HS / HS% — headshot kills and their share;
  • OE / OE W / OE/R / OE% — opening-duel attempts, wins, share of rounds where the player took an opening duel, and win percentage;
  • U / UD / UD/R — utility events recorded by FACEIT, total utility damage, and utility damage per round; F / EF / F% — flashes thrown, enemy flash events, and effective-flash share;
  • 1v1 / 1v2 — clutches won relative to all attempts; 1v1% / 1v2% — clutch win percentage.

Engagement​

Owners and captains can open Engagement within the same statistics workspace. The 7/30/90-day periods mean calendar days including today in the team time zone. They are separate from the latest 10/20/50-map game-statistics window.

Task completion uses the same period and counts assignments issued during those days. Team totals appear first; the chart below compares players who had assignments, showing how many each completed and how their outcomes split between on time, after deadline, without a deadline, and incomplete. Players with no assignments in the selected period are omitted. Historical classification uses the deadline that applied when an assignment was completed. Completed assignments without a deadline remain in the completed total and are labelled separately, but count as neither on time nor late. Cancelled tasks and removed assignments are excluded.

Three current-roster metrics show attendance, current responses before the deadline, and fulfilled participation commitments. Open ⓘ beside the summary heading for numerators, denominators and calculation rules. Combined rates pool observations instead of averaging player percentages. Individual player values remain in the comparison. No data differs from an observed 0%, and small samples are labelled.

The ⓘ after the Team participation heading explains the period and calculation rules. The day selector has no separate hint. The ⓘ after the table heading contains its time zone, action guidance and status legend. Game Overview uses the same placement directly after section names. Hints open on hover, keyboard focus or a tap on a phone; Escape closes the hint.

Player comparisons and an attendance table follow: players are columns, and events are rows ordered newest first. A shared legend explains the cell symbols for present, late, absent, excused absence, not recorded, and explicitly not expected. A missing record does not establish absence; No report does not mean 0% attendance. Select an event or cell for its report, or a player name in the comparison for participation history within the selected period. History is not limited to the first 100 records. On narrow screens the table scrolls horizontally while the event column remains visible. Failed requests can be retried.

See the team calendar.

Making a decision​

  1. Select the relevant map and the same period for every player.
  2. Check evidence coverage and confidence.
  3. Choose one pair or one hypothesis to review.
  4. Inspect the relevant demo rounds.
  5. Recheck the metric after the next maps.

Do not compare different roles using only WR, K/D, or opening rate. Team results and assigned responsibilities strongly affect these values.

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