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team_Alvarenne vs team_DonJAVA

EU
Europe 5v5 Queue
Jul 24, 2026 · 08:44 PM
39m
Ancient
23 Rounds

team_Alvarenne

13 10

team_DonJAVA

anubis image

Banned

Anubis

IMG

Banned

Cache

dust2 image

Banned

Dust2

inferno image

Banned

Inferno

ancient image

Picked

Ancient

Aim story

team_Alvarenne was faster to first damage, 210ms to 258ms.

team_Alvarenne Won
1,724 shots
team_DonJAVA
1,254 shots
Accuracy
team_Alvarenne: 16.4% team_DonJAVA: 18.6%
Headshot accuracy
team_Alvarenne: 17.2% team_DonJAVA: 14.4%
Crosshair placement
team_Alvarenne: 3.0° team_DonJAVA: 3.3°
Time to damage
team_Alvarenne: 210ms team_DonJAVA: 258ms
Spray accuracy
team_Alvarenne: 24.5% team_DonJAVA: 22.6%

Aim

Player Lab

Lobby roster

Pick a player

Hover to preview a player. Select one to pin their profile while you compare the ranking.

Active player

Alvarenne

team_Alvarenne

2750.025.0%119.6

Body impact

Where the bullets landed

2750

Damage dealt by body part2750 total. Stronger shading marks a larger share.Head: 46.8%Right Arm: 5.7%Chest: 25.3%Stomach: 8.4%Right Leg: 1.7%Left Leg: 0.0%Left Arm: 0.0%
Head
1288 47%
Chest
697 25%
Grenades
329 12%
Stomach
231 8%
Right Arm
157 6%
Right Leg
48 2%

Crosshair placement

Where opponents first appeared when they became visible. A tighter centre cluster means less correction was needed to get on target.

3.6°

median error

29 samples

First-sight map

±15°

Fewer More
Crosshair placement. 3.6 degrees median error. 29 samples.A brighter tile means more opponents first appeared there. The outlined tile was the busiest.12°LeftRightHighLow2 samples; 4° Left, 4° High2 samples; 2° Left, 4° High1 samples; 2° Right, 4° High1 samples; 4° Right, 4° High3 samples; 4° Left, 2° High2 samples; Centre, 2° High1 samples; 2° Right, 2° High3 samples; 4° Right, 2° High1 samples; 4° Left, Centre2 samples; 2° Left, Centre2 samples; Centre, Centre5 samples; 2° Right, Centre3 samples; 4° Right, Centre1 samples; 4° Left, 4° Low

A brighter tile means more opponents first appeared there. The outlined tile was the busiest.

Busiest 2° area
Horizontal
2° Right
Vertical
Centre

5 samples

Horizontal spread
Left
38%
Centre
14%
Right
48%
Vertical spread
High
52%
Centre
45%
Low
3%

Speed at trigger

How settled the player was when the shot left the barrel.

0.013

inaccuracy

Standing
37%
Braking
46%
Running
17%

First contact

Whether the first targeted shot converted the opening chance.

42%

Shots hit
10
Shots missed
14

Did the movement stop in time?

Only shots that began with real movement enter this test. A clean brake gets below the weapon’s accurate-speed limit before the trigger.

Clean brakes 64% 9 clean / 14 eligible
Clean brakes 9/ 14
  1. −125 ms Moving At or above the accurate-speed limit
  2. Brake Brake Slow below the limit
  3. 0 ms Trigger Fire from accurate speed

Direction breakdown

Choose a direction to map its result back to the footwork.
Clean brakes Overall 64% 9 / 14

Four direction bars compare the share of eligible moving approaches that became accurate before the trigger. Exact successful-brake and sample counts are shown for every direction.

How this is measured

The sample starts 125 ms before the shot and only counts grounded rifle attempts that were moving above the weapon-relative threshold.

Among non-fully-crouched rifle shots fired at a visible opponent, this is the share moving at or above 34% of the rifle's scoped or unscoped maximum speed 125ms before firing that slowed below it by the trigger. The trigger and both approach ticks must be grounded. Team value pools successful brakes and samples.

Aim readout

The useful context around the visuals

Time to damage
254ms
First visibility to damage
Reaction time
148ms
First visibility to targeted shot
Accuracy
25.0%
Hits across all shots
Spotted accuracy
35.7%
Shots with a visible opponent
Spray accuracy
26.3%
Eligible rifle spray shots
Accurate-speed shots
Under the speed threshold at trigger

Lobby comparison

TTD × crosshair placement

The strongest corner is top right: less crosshair error and less time to first damage. Larger portraits dealt more damage.

0° · 0ms = perfect corner

TTD × crosshair placement

The strongest corner is top right: less crosshair error and less time to first damage. Larger portraits dealt more damage.

Crosshair = lobby average

Alvarenne

Players

Alvarenne · Under pressure

Crosshair placement > avg · TTD > avg

Crosshair placement
3.6°
TTD
254ms
Damage
2,750

Aim duel map

The strongest corner is top right: less crosshair error and less time to first damage. Larger portraits dealt more damage.

team_Alvarenne team_DonJAVA
Time to damage
Crosshair placement
300ms
200ms
100ms
0ms
avg

Players

Pick a style to isolate its players.

Hall0ooo
rrezz1
o100jaa_
G-O-A-T
Alvarenne
1180e
DonJAVA
Tranquilo--
xl8d

Takeaways

  1. Alvarenne led the lobby with 2,750 damage. Was that volume created by better fights, longer survival, or both?

  2. o100jaa_ posted the tightest crosshair placement at 1.4°. Which positioning habit kept o100jaa_ closest to the target?

Weapons Lab

Inspect one weapon at a time, then follow exactly who took the damage and who returned it with the same weapon.

Player

Player

Choose a player to inspect

3/10

Weapon

Weapon

Select a weapon to inspect

10 weapons recorded

Alvarenne · Individual weapon

AK-47

13 rounds used

Damage
885
Kills
10
Shots hit
20/98
Accuracy
20.4%
Crosshair
2.2°
Time to damage
281ms
Spotted accuracy
30.0%
Shot-ready
83.3%

Player vs player

Dealt is this player’s output. Taken is damage returned by that opponent with the same weapon.

OpponentDamage D / THits D / TRounds D / T
1180e
300 / 174
6 / 63 / 3
DonJAVA
161 / 181
4 / 83 / 2
xl8d
181 / 151
4 / 43 / 2
d0n1
116 / 136
5 / 33 / 2
rrezz1
127 / 134
2 / 42 / 2

Kills and shots are exact at weapon-total level above. The demo records damage, hits and rounds at opponent level.

Recorded recoil behaviour

Spray trajectories

Follow the recoil path, then inspect each recorded shot to find the moment it changed.

High 18 sprays · 82 shots Hit rate for plotted shots 22.0%

What this path says

Recoil position 8: Alvarenne’s median crosshair was 1.5° left · 7.7° down relative to the first shot.

Eye-angle offsets from shot 1 · fitted 1:1 degree scale

Median path; soft contours show one standard deviation per axis.

Open the complete shot ledger Exact offsets, sample counts and hit rates for every position.
  • 1
    Horizontal (← +)
    0.0°
    Vertical (↓ +)
    0.0°
    Samples
    18
    Hit rate
    27.8%
  • 2
    Horizontal (← +)
    0.0°
    Vertical (↓ +)
    0.2°
    Samples
    18
    Hit rate
    22.2%
  • 3
    Horizontal (← +)
    0.1°
    Vertical (↓ +)
    1.1°
    Samples
    18
    Hit rate
    11.1%
  • 4
    Horizontal (← +)
    0.3°
    Vertical (↓ +)
    2.4°
    Samples
    14
    Hit rate
    28.6%
  • 5
    Horizontal (← +)
    0.3°
    Vertical (↓ +)
    3.3°
    Samples
    8
    Hit rate
    25.0%
  • 6
    Horizontal (← +)
    1.2°
    Vertical (↓ +)
    4.0°
    Samples
    3
    Hit rate
    33.3%
  • 7
    Horizontal (← +)
    -3.0°
    Vertical (↓ +)
    5.5°
    Samples
    2
    Hit rate
    0.0%
  • 8
    Horizontal (← +)
    1.5°
    Vertical (↓ +)
    7.7°
    Samples
    1
    Hit rate
    0.0%

This is recorded angle telemetry, not reconstructed bullet impacts.

Aim, Damage & Reloads

Aim Table

Every aim metric for all ten players with team totals. Expand a row for per-weapon depth.