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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

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

Down 1–6. team_KIFIR4K won 13–11.

Final score by half
TeamHalf 1Half 2Final
team_KIFIR4K Winner 5T8CT13
team_Soczi_ 7CT4T11

team_KIFIR4K trailed 1–6 after round 7, then won 12 of the last 17 rounds.

Watch round 8 in 2D Scoreboard

Round by round

⁨team_KIFIR4K⁩ trailed by 5 after round 7. The lead changed hands 3 times. Final score ⁨team_KIFIR4K⁩ 13, ⁨team_Soczi_⁩ 11.

Select a round to see how the winning team took it.

  • Elimination
  • Bomb exploded
  • Bomb defused
  • Round end not recorded
  • Standout round

Rounds won

24 rounds played: CT won 15 (63%), T won 9 (37%).

CT wins
15 63%
T wins
9 37%

63% CT sided 24 rounds played

How it's measured
  • The story comes from recorded round winners and the final score. It picks the first that applies: a comeback from three or more rounds down, overtime, a win by eight or more, a 10-round half on one side, an equipment heist that ended the match or came before another round win, a final-round clutch, then the winner's longest run.
  • Talking points and awards compare the players in this match only. A tie for the top value gets no award. Equipment is the recorded team value at the start of the round.
  • The win estimate counts players alive on each side after every kill. It does not account for position, equipment or the bomb.
  • Map win chance estimates the result from the score, each side's usual round win rate on this map, and how often pistol winners win the next two rounds. These rates come from public JumpThrow matches. It does not account for money or players. There are too few public matches yet, so it uses the score alone and treats every round as even.
  • This match was analysed before kill modifiers, clutches and round equipment reached match stories. Notable kills, awards and the round of the match are not available yet.

Scoreboard

Full match · 24 rounds · 10 players

Match story

Sorted by Rating 3.0, highest first. ⁨KIFIR4K⁩ leads the lobby with 1.56.

Scroll to compare stats

Full match player stats for both teams. A dash marks a missing value.
Player
Match score 13

team_KIFIR4K

Winner
1.56Lobby best· Unique team high 24· Unique team high 8· Unique team high 19 +5 1.26· Unique team high 118.9· Unique team high 70.8% 1.00· Unique team high 58.3% 5 2.7 36.0· Unique team high 33.3
1.36 18 7 15· Unique team low +3 1.20 85.8 75.0%· Unique team high 0.75 61.1%· Unique team high 5 3.0· Unique team high 22.3 52.9
1.19 21 3 21 0 1.00 82.8 54.2% 0.88 52.4% 1 1.0 23.0 40.5
1.17 17 3 17 0 1.00 72.6 62.5% 0.71 52.9% 2 1.9 21.0 43.9
0.38 5 6 18 -13 0.28 29.0 54.2% 0.21 40.0% 0 -6.0 6.9 59.1· Unique team high
Match score 11

team_Soczi_

1.51· Unique team high 22· Unique team high 4 14· Unique team low +8 1.57· Unique team high 92.8· Unique team high 66.7% 0.92· Unique team high 59.1% 4· Unique team high 4.0· Unique team high 22.4 76.2· Unique team high
1.29 19 5· Unique team high 16 +3 1.19 91.7 79.2%· Unique team high 0.79 21.1% 2 0.3 22.5 62.8
1.23 21 4 20 +1 1.05 92.2 75.0% 0.88 71.4%· Unique team high 3 -1.0 23.9· Unique team high 61.8
1.16 18 4 18 0 1.00 89.3 75.0% 0.75 38.9% 1 -1.6 21.6 53.9
0.59 9 2 18 -9 0.50 41.3 54.2% 0.38 33.3% 1 -4.3 11.8 31.2
How it's measured
Rating 3.0
A reconstruction of Rating 3.0. Parsed matches use it as the main rating when it is available.
K
Kills, the total number of eliminations
A
Assists, the number of kills the player assisted
D
Deaths, the number of times the player was eliminated
+/-
Plus/Minus, kills minus deaths
KD
Kill/Death Ratio
ADR
Average Damage per Round
KAST
Kill, Assist, Survive, or Trade percentage
K/R
Kill Rate, kills per round
HS%
Headshot Percentage
MVP
MVP Awards
RS
Round Swing, the average change in win probability the player caused per round
ECO
ECON Rating, damage per 1,000 of equipment value
UTIL
Utility Rating, the geometric mean of grenade quantity and sample-adjusted quality on a fixed 0-100 scale

Select a column to sort by it. Bars in the sorted column share one scale across the lobby.

Highlights mark a unique team high, or a unique team low for deaths, first deaths and teammates flashed. Ties and the signed differences +/− and OD get no highlight.

A dash means unavailable, not zero. Select a player to open their profile.

Top performers

All rounds Ranked by Rating 3.0

⁨Imback_hypex⁩ led the Rating after 17 of 24 rounds. ⁨KIFIR4K⁩ took it in the final round.

  1. Rank 1 KIFIR4K MVP team_KIFIR4K Led after 1 of 24 rounds 118.9 damage per round, the most in the lobby.
    1. Watch round 24 in 2D Rating 3.0 4.91 3 kills · 300 damage
    2. Watch round 23 in 2D Rating 3.0 4.59 2 kills · 200 damage
    1.56 Rating 3.0
  2. Rank 2 Imback_hypex team_Soczi_ Led after 17 of 24 rounds
    1. Watch round 10 in 2D Rating 3.0 6.68 4 kills · 305 damage
    2. Watch round 18 in 2D Rating 3.0 3.91 2 kills · 222 damage
    1.51 Rating 3.0
  3. Rank 3 GEOGEO27 team_KIFIR4K Highest position: 2nd
    1. Watch round 12 in 2D Rating 3.0 5.12 3 kills · 299 damage
    2. Watch round 16 in 2D Rating 3.0 4.16 2 kills · 171 damage
    1.36 Rating 3.0
How it's measured

The ranking and each rating are the match Rating 3.0, as in the scoreboard. Every round also has its own Rating 3. Each row's bars show that player's Rating 3 in each round. The top three share one scale. A dashed line marks 1.00, and a gap marks where teams switched sides. A bar is in full colour, with a mark above it, when that player had the best average round rating after the round. Picking a round ranks the standings by that average. After the last round, the standings use the match Rating 3.0. The bars leave out rounds without a Rating 3.