Guides
No aim routines, no "just practise more". These cover the decisions that decide matches at Level 5 to 10 — role, opening duels, economy, utility, tilt, and which maps to stop queueing.
- Fundamentals
How FACEIT ELO actually works
What the number means, how much you win or lose per match, why the levels sit where they do, and what a soft reset changes.
- Climbing
How many matches to Level 10, honestly
The exact match count from any ELO at any win rate, why most estimates are wrong, and what has to change for the number to be reachable.
- Roles
You are probably not an entry fragger
How to tell whether you should be taking first contact, using your own opening-duel and clutch numbers, and what to do if the answer is no.
- Economy
CS2 buy rules and the loss bonus, without the guesswork
The loss bonus ladder, full-buy floors for T and CT, and one formula that tells you whether a force-buy is worth it.
- Utility
Your utility is doing a third of the damage it should
What good utility damage per round looks like, why the buy order matters more than the aim, and when an HE is actually correct.
- Discipline
You do not lose rank in games, you lose it in sessions
Why drawdowns happen in sittings rather than single matches, and the two hard rules that stop them.
- Maps
The 2026 map pool and how to cut it to four
The current CS2 Active Duty maps, which of your map stats are now worthless, and how to pick a four-map pool from your own win rates.
- Stats
Your ADR is fine and you still lose. Here is why.
Why damage per round and win rate come apart, what stats actually predict winning, and how to tell which kind of player you are.
- Fundamentals
Winning the 1v1: the fight you get every third round
Why the last fight is a timer problem rather than an aim problem, and the four decisions that decide it before anyone shoots.
- Fundamentals
Trade fragging: the habit that changes rounds without changing your aim
What trade distance actually is, why most players stand too far apart, and how trading turns a lost duel into a won round.
- Climbing
What actually changes between Level 5 and Level 10
The differences that show up in the numbers — utility, opening duels, discipline — and the ones people assume matter but do not.
- Climbing
Solo queue vs duo on FACEIT, with the trade-offs stated plainly
What a duo actually buys you, what it costs, and how to play solo queue so the randomness matters less.
- Practice
A demo review that takes 20 minutes and actually finds something
Most demo review is watching yourself lose again. This is a structured pass that produces one specific change per demo.
- Climbing
Stuck at Level 9: the drawdown pattern and how to break it
Why players who have already touched 1900 keep falling back, and the specific plan for the last 250 ELO.
- Stats
Which CS2 stats matter, and which are decoration
A short field guide to the numbers on your FACEIT profile — what each one really measures, and which ones predict whether you climb.