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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. The map applies to every block; the window applies to player metrics and the development areas derived from them.

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the latest available calculation is shown for now; This slice is partial means not every player has data; Data may be outdated means newer matches have not confirmed the slice recently.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.

Starting-lineup result

This block shows starting-lineup WR for the selected map and window. It is total starting-player wins divided by total starting-player matches, not an arithmetic average of player percentages. The card also shows players with matches, the per-player match range, and sample reliability.

  • 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.

Each pair shows chemistry, shared maps, and confidence. Starting lineup means both players currently occupy starting slots; With substitute means at least one player is in the reserve pool. This lets a coach distinguish the current five from rotation options without losing substitute evidence. The block contains successful, problematic, and not-yet-confirmed links. All available starting-lineup links appear before rotation options, so a substitute pair cannot push a current-lineup issue out of the six-card overview. Within each group, verified and promising pairs appear first, followed by links to review and links with limited evidence. Statuses help prioritize review:

  • Verified — a positive result is supported by a sufficient sample;
  • Promising — there is an early positive signal;
  • Review needed — the sample is meaningful, but the joint result needs attention;
  • Limited evidence — the pair cannot be assessed confidently yet.

Chemistry does not prove communication quality, trading, or a specific tactical interaction. 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.

When more than six signals qualify, improvement topics appear before strengths. Within each group, stronger sample confidence ranks first, followed by the size of the deviation from the threshold.

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.

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.

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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