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team_KIFIR4K vs team_Soczi_

Mirage

FACEIT · Europe 5v5 Queue · EU

Started
Aug 24, 2026 · 03:14 PMUTC
Duration
40m
Rounds
24 Rounds

FACEIT
team_KIFIR4K Winner
1311
team_Soczi_

Map veto

  1. Ancient
  2. Anubis
  3. Cache
  4. Dust2
  5. Inferno
  6. Nuke
  7. Vertigo
  8. Mirage Picked
Mirage picked · 7 banned
  1. Ancient
  2. Anubis
  3. Cache
  4. Dust2
  5. Inferno
  6. Nuke
  7. Vertigo
  8. Mirage Picked

Mirage · Both sides

⁨Imback_hypex⁩ had the lobby’s best utility

Utility Rating 76.2/100 · next best 62.8, Soczi_ · 10 rated players

Imback_hypexteam_Soczi_

Utility Rating 76.2/100

  • Flash 16
  • Smoke 15
  • HE 8
  • Fire 7
Grenades a round
1.9
Quality per throw
78.3

Lobby best

Lobby leaders

The utility field

Right means more grenades a round, with full credit at 3. Up means each flash, HE and fire did more, counting enemy blind time and damage minus harm to teammates. Players on the same curve share a Utility Rating.

  • team_KIFIR4K
  • team_Soczi_

Imback_hypexteam_Soczi_

Utility Rating 76.2 Lobby best

Quantity
74.2 1.9 grenades per round. Full credit starts at 3
Quality
78.3 From 31 scored throws. The benchmark average is 50

A dashed ring means fewer than 8 scored throws, a small sample for the quality score.

⁨team_Soczi_⁩ blinded enemies longer and did more grenade damage

⁨team_Soczi_⁩ led enemy blind time by ⁦25.6 s⁩ · ⁨team_Soczi_⁩ led HE and fire damage by ⁦181 HP⁩, ⁦401⁩ to ⁦220⁩

Each row compares the teams' totals on its own scale. The higher total shows its margin.

Flash Enemy blind time

team_KIFIR4K: 87.4 s

Thrown
42
Per throw
2.1 s
On teammates
36.5 s

team_Soczi_: 112.9 s Higher by+25.6 s

Thrown
37
Per throw
3.1 s
On teammates
27.8 s

Smoke Smokes thrown

team_KIFIR4K: 51 Higher by+6

Kills through smoke
4
Deaths through smoke
5

team_Soczi_: 45

Kills through smoke
5
Deaths through smoke
4

HE Enemy damage

team_KIFIR4K: 196 HP

Thrown
36
Per throw
5.4 HP
On teammates
42 HP

team_Soczi_: 301 HP Higher by+105 HP

Thrown
38
Per throw
7.9 HP
On teammates
28 HP

Fire Enemy damage

team_KIFIR4K: 24 HP

Thrown
15
Per throw
1.6 HP
On teammates
0 HP

team_Soczi_: 100 HP Higher by+76 HP

Thrown
40
Per throw
2.5 HP
On teammates
2 HP

All grenadesThrown

team_KIFIR4K: 144

Per player per round
1.2

team_Soczi_: 160

Per player per round
1.3

Every player's utility

Sorted by Utility Rating within each team. Open a player to see every grenade they threw.

team_KIFIR4K

team_Soczi_

Loading the complete utility ledger…
How it's measured

Utility Rating

Utility Rating v1 runs from 0 to 100. It is not a percentile, a universal skill rank or proof of round-winning impact. Scores come from the shared Utility Rating model.

Quantity = 100 × min(grenades per round / 3, 1)^(2/3). Quality uses the existing weighted, benchmark-adjusted flash, HE and fire rates. Prior attempts are 6 for flash and 5 for damage. Overall = √(quantity × quality). Helpful contribution uses the model’s helpful-only quality. The friendly-cost score stays separate, and JumpThrow does not combine them into a net-impact score.

Scored throws are flashes, HEs and fires. Smokes count toward usage but have no scored effect. A sample is small under 8 scored throws, developing from 8 to 17 and established from 18. A full overall, quality and cost score needs both friendly HE and friendly fire damage values.

The field and lobby claims

The field plots each player by grenades per round across and quality score up. To appear, a player needs recorded rounds, at least one scored throw and complete friendly-damage values. A dashed ring marks fewer than 8 scored throws. Arcs join points with the same Utility Rating. Quantity stops rising at 3 grenades per round.

The lobby’s best utility is the highest Utility Rating on the page. The page names that player only when they have at least 8 scored throws, recorded rounds and complete friendly-damage values, and no other rating matches theirs at one decimal. The page makes no claim when a smaller sample has a higher rating, when ratings tie, when fewer than two ratings exist, or when the player is hidden for privacy.

Lobby leaders name the unique top player for enemy blind time (at least 10 s from at least 3 flashes), enemy utility damage (HE plus fire, at least 50 HP), kills through smoke (at least 2) and friendly blind time caused (at least 10 s). A tie or a hidden player means no leader. These gates describe the match. They are not significance tests.

What to work on ranks the players in this match on grenades a round, enemy blind time per flash, friendly blind time caused and enemy damage per HE. Blind time per flash and friendly blind time caused need three or more flashes. Damage per HE needs three or more HEs. Total enemy blind time measures volume, so it can only be a strength. Tied values share a rank. Its practice ideas are common suggestions, not a diagnosis.

What the measures mean

One player can appear in many blind events. Blindness caused and blindness received are separate measures. HE and fire damage received does not show friendly harm caused. A kill through smoke is not credited to the smoke’s thrower or counted as the smoke’s effect.

JumpThrow records smoke throws but does not measure smoke effectiveness.

Unused utility value is the parser’s estimate, summed over rounds. Each round it is max(0, purchases + pickups − estimated teammate drops − usage) × item price. It is not observed money wasted or confirmed utility held at death.

Team counts, times and damage are sums. Scores and rounds are arithmetic means per player, and their labels say so. Rates divide summed effects by summed attempts, and the grenade rate divides by player-rounds. A rate with no attempts shows —. A missing optional term makes its total unavailable.

CS2 utility guide (English)

Evidence boundaries

These measurements describe the selected match scope. They do not include grenade coordinates, timings, round sequences, lineups, smoke coverage or causal attribution. Evidence links on this page open exact aggregate records.

The CT and T views use actual participation on the selected side, including overtime and partial participation. The Both view uses full-match participation. Missing historical side counts stay unavailable. Zero means no participation. Neither a missing count nor a zero can support round-based scores or eligibility.