Player analytics
Competitive performance, aim patterns and match history.
Haffi Steam guest
Your FragHunt at a glance
Last played 11 days ago · 2026-10-16 20:21 UTC▰▱ FRAGHUNT ▱▰ » GUNGAME · VIP · 600+ maps
How you have been playing
Favorite weapons
Favorite maps
Recent sessions
Stable
Your latest eligible sessions are stable.
Live Performance Detail
Live statsYour day-by-day form
Switch measurements to explore the newest live stats in this range.
Impact and consistency
Open any measurement for its full daily development graph, calculation, evidence, and next practice habit.
Performance Overall impact A versioned summary of damage, kills, useful rounds, survival, opening impact, multi-kills, and clutches. 1.53 2,914 samples Active-day preview
A versioned summary of damage, kills, useful rounds, survival, opening impact, multi-kills, and clutches.
- Calculation
- A versioned weighted model built from round impact. It is not a simple average and its scoring formula is unchanged.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Create one high-quality duel per round: use utility or teammate contact, then isolate a single angle.
Performance Damage per round Average damage dealt in each eligible round. 101.2 2,914 samples Active-day preview
Average damage dealt in each eligible round.
- Calculation
- Total eligible damage divided by eligible rounds.
- How to read it
- Higher is usually better. 8,000 damage across 80 rounds equals 100 ADR.
- Practice next
- Prioritize damage before risky re-peeks: take one controlled burst, reset, then re-engage with cover.
Performance Kills per round Average kills in each eligible round. 1.00 2,914 samples Active-day preview
Average kills in each eligible round.
- Calculation
- Kills divided by eligible rounds.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Create one high-quality duel per round: use utility or teammate contact, then isolate a single angle.
Performance Rounds survived Share of eligible rounds in which you were alive at the end. 45.9% 2,914 samples Active-day preview
Share of eligible rounds in which you were alive at the end.
- Calculation
- Share of eligible rounds in which you were alive at the end.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- After gaining an advantage, reposition instead of repeating the same peek and make the opponent clear you again.
Performance Opening impact Opening kills minus opening deaths, divided by eligible rounds. 0.13 2,914 samples Active-day preview
Opening kills minus opening deaths, divided by eligible rounds.
- Calculation
- (Opening kills minus opening deaths) divided by rounds.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Take opening duels only with a flash, crossfire, or escape route; avoid unsupported dry peeks.
Teamplay and duels
Open any measurement for its full daily development graph, calculation, evidence, and next practice habit.
Teamplay Useful rounds Rounds with a kill, assist, survival, or successful trade. 85.1% 2,914 samples Active-day preview
Rounds with a kill, assist, survival, or successful trade.
- Calculation
- Useful rounds divided by eligible rounds, multiplied by 100.
- How to read it
- Higher is usually better. 60 useful rounds across 80 rounds equals 75% KAST.
- Practice next
- Play the trade lane: stay close enough to a teammate to trade within five seconds, then preserve the advantage.
Teamplay Trade support Teammate revenge kills completed within five seconds, divided by eligible rounds. 0.12 2,914 samples Active-day preview
Teammate revenge kills completed within five seconds, divided by eligible rounds.
- Calculation
- Trade kills completed within five seconds divided by rounds.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Close the spacing behind your entry so you can see the opponent within the five-second trade window.
Teamplay Assist impact Assists divided by eligible rounds. 0.17 2,914 samples Active-day preview
Assists divided by eligible rounds.
- Calculation
- Assists divided by rounds.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Use one purposeful grenade early each round and communicate damage so teammates can finish the fight.
Aim and timing
Open any measurement for its full daily development graph, calculation, evidence, and next practice habit.
Aim Shots landed Hits divided by eligible shots. 27.1% 30,790 samples Active-day preview
Hits divided by eligible shots.
- Calculation
- Eligible hits divided by eligible shots, multiplied by 100.
- How to read it
- Higher is usually better. 240 hits from 1,000 eligible shots equals 24% accuracy.
- Practice next
- Use shorter bursts and finish your counter-strafe before firing; track accuracy over the next three sessions.
Aim Head-hit share Head hits divided by all hits. 20.1% 8,346 samples Active-day preview
Head hits divided by all hits.
- Calculation
- Head hits divided by all hits, multiplied by 100.
- How to read it
- Higher is usually better. 80 head hits from 240 total hits equals 33.3%.
- Practice next
- Keep your crosshair at head height through common entry paths and avoid dragging up after contact.
Aim Shot reaction Time from first enemy sight to your first eligible shot. 377 ms 4,445 samples Active-day preview
Time from first enemy sight to your first eligible shot.
- Calculation
- Average milliseconds from first enemy sight to the first eligible shot.
- How to read it
- Lower is usually better. A result of 310 ms is faster than 360 ms.
- Practice next
- Warm up with target-switch drills, then hold narrower angles in matches so the first correction stays small.
Aim Damage reaction Time from first enemy sight to your first damage. 487 ms 2,421 samples Active-day preview
Time from first enemy sight to your first damage.
- Calculation
- Average milliseconds from first enemy sight to the first recorded damage.
- How to read it
- Lower is usually better. A result of 340 ms is faster than 410 ms.
- Practice next
- Pre-clear the next likely angle before swinging and commit to the first accurate burst sooner.
Aim First-contact aim Angular error between your crosshair and the enemy when they become visible. 9.2° 6,338 samples Active-day preview
Angular error between your crosshair and the enemy when they become visible.
- Calculation
- Average angular distance from the enemy at first visibility.
- How to read it
- Lower is usually better. 4 degrees needs less correction than 11 degrees.
- Practice next
- Trace common head-height lines while moving and pre-position on the next likely contact point.
Aim Pre-aim alignment Angular error immediately before enemy contact. 10.7° 6,291 samples Active-day preview
Angular error immediately before enemy contact.
- Calculation
- Average angular distance immediately before contact.
- How to read it
- Lower is usually better. 3 degrees is closer to the contact point than 9 degrees.
- Practice next
- Review two common entries on your most-played map and rehearse the exact pre-aim points before queueing.
Positioning and movement
Open any measurement for its full daily development graph, calculation, evidence, and next practice habit.
Movement Moving shots Share of eligible shots fired above the controlled movement-speed threshold. 70.2% 30,790 samples Active-day preview
Share of eligible shots fired above the controlled movement-speed threshold.
- Calculation
- Shots fired while moving divided by eligible shots, multiplied by 100.
- How to read it
- Lower is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Finish the counter-strafe before the first bullet and avoid committing to sprays while still sliding.
Movement Stop-to-shot timing Average delay between reaching a controlled speed and firing. 218 ms 2,898 samples Active-day preview
Average delay between reaching a controlled speed and firing.
- Calculation
- Average time between reaching a controlled movement speed and firing.
- How to read it
- Lower is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Practice short left-right counter-strafes and fire only once the weapon is settled.
Utility contribution
Open any measurement for its full daily development graph, calculation, evidence, and next practice habit.
Utility Utility damage Grenade and incendiary damage dealt per eligible round. 0.0 612 samples Active-day preview
Grenade and incendiary damage dealt per eligible round.
- Calculation
- Damage caused by grenades and incendiaries divided by eligible rounds.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Plan one repeatable damage grenade for the first choke on your most-played map.
Utility Flash support Enemies flashed minus teammates flashed per eligible round. 0.00 612 samples Active-day preview
Enemies flashed minus teammates flashed per eligible round.
- Calculation
- Enemies flashed minus team flashes, divided by eligible rounds.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Call the flash before throwing and place it behind the teammate taking contact.
Economy conversion
Open any measurement for its full daily development graph, calculation, evidence, and next practice habit.
Economy Spend efficiency Combat damage produced for each thousand dollars spent. 3137.6 2,914 samples Active-day preview
Combat damage produced for each thousand dollars spent.
- Calculation
- Total combat damage divided by thousands of dollars spent.
- How to read it
- Higher is usually better. Compare equal time windows and check the sample count before judging a change.
- Practice next
- Match the team buy and preserve expensive equipment when the round becomes unwinnable.
Hits dealt
| Region | Hits | DMG | % |
|---|---|---|---|
| Head | 1,681 | 142,317 | 22.6% |
| Chest | 2,223 | 44,044 | 29.9% |
| Stomach | 875 | 18,884 | 11.8% |
| Left Arm | 1,456 | 27,495 | 19.6% |
| Right Arm | 531 | 9,431 | 7.1% |
| Left Leg | 369 | 7,042 | 5.0% |
| Right Leg | 310 | 5,915 | 4.2% |
Hits taken
| Region | Hits | DMG | % |
|---|---|---|---|
| Head | 1,134 | 86,925 | 17.1% |
| Chest | 1,957 | 34,571 | 29.4% |
| Stomach | 952 | 20,239 | 14.3% |
| Left Arm | 1,257 | 22,807 | 18.9% |
| Right Arm | 528 | 9,067 | 7.9% |
| Left Leg | 401 | 7,100 | 6.0% |
| Right Leg | 422 | 7,922 | 6.3% |
Tactical flow
Procedural view from recorded routes, not an architectural floorplan. Exact replay paths and player identities are never stored.
Current rank
Lifetime score
Kill-to-death balance K/D
Headshot kills Headshot rate
Overall impact FH Rating
Damage per round ADR
Useful rounds KAST
Kills per round KPR
Shots landed Accuracy
Time played
Most valuable rounds
See what happens at first contact
Timings and angular error from eligible enemy encounters. Lower is usually better.
Server-side estimates · tracking began 2026-07-18 · aggregate timings and angles only.
Scheduled Coaching Snapshot
StableYour latest eligible sessions are stable.
FH Rating
FH Rating improved across your latest session block.
ADR
ADR improved across your latest session block.
Checked 2026-10-27 01:31 UTC · stats included through 2026-10-27 01:15 UTC · model performance-review-v3