Server statistics

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Overview

Matches10
Kills732
Headshots9
Suicides97
Multikilly23
Humans12
Bots26
Time played3,4 h
Kills/min3,6
Ø players5,0
Ø match20:35
Damage126k

Server records (in the filter)

Most kills in a matchDikobr38 killsDM-Deck · 16.08.2026
Longest spreeThor@x17 kills without dyingDM-Deck · 14.08.2026
Best multikillThor@xDouble KillDM-Deck · 14.08.2026
Most headshots in a matchParz1val3 headshotsDM-Campgrounds-U3-Fix · 22.08.2026
Longest killThor@x~60,2 m (Shock Rifle on Vybuch)DM-Deck · 14.08.2026
Fastest matchDM-Deck8,2 kills/min (50 kills)DM-Deck · 14.08.2026
Most damage in a matchDikobr7 660 dmgDM-Deck · 16.08.2026

Leaderboards

K/D ratio

Kill-to-death ratio — how many opponents a player takes down per own death. Above 1 means they kill more than they die.

Win rate

Percentage of matches the player won out of those finished. Shows who ends up first most often.

Kills per minute

Average killing pace — kills per minute of time played. Measures aggression regardless of match length.

Headshot %

Share of headshots among all of the player's kills. Higher means better aim, especially with the sniper.

Total kills

Total kills across all matches in the selected filter. Rewards both diligence and quality at once.

Time played

Total time spent in matches. Shows who actually spends the most game time on the server.

Top 3 placements

How often the player finishes a match in the top three. Consistency, not just victories.

Frag balance (kills − deaths)

Difference between kills and deaths. A positive number means the player gives the server more than they take.

Score per match

Average score per match. Score is kills minus suicides, so it punishes careless falls too.

Kills per match

Average kills per match played. A fair comparison between players with different match counts.

Longest sprees

The longest kill streak without dying a player has ever pulled off. The classic measure of in-match dominance.

Damage ratio (+/−)

Ratio of damage dealt to damage taken. Above 1 means the player hurts more than they suffer.

Ø kill distance

Best match (kills)

Record number of kills in one single match. Personal bests in full glory.

Efficiency

Kills divided by kills plus deaths, in percent. 50% is a break-even record, more means superiority.

Total headshots

Total headshots. A mix of precision, sniper patience and time played.

Damage dealt

Total damage dealt to opponents across all matches. The player's raw firepower output.

Ø lifespan

Multikills

Kills that were part of a multikill — rapid back-to-back eliminations. A reward for staying cool in chaos.

First bloods

How many times the player opened a match with the very first kill. Fast starts and the nerve to make first contact.

Instant paybacks

How many times the player killed exactly the one who killed them last — instant revenge on their executioner.

Suicides

Deaths without enemy involvement: falls, own rockets, lava. The fewer, the more disciplined the movement.

Elo rating

A chess-style rating for the server — computed from match placements, starting at 1000 points. Beating a strong opponent earns more than beating a weak one.

Win streaks

The longest run of matches won in a row. Consistent dominance across multiple games.

Matches played

Number of matches played in the selected filter. The basic measure of server activity.

Deserters

How many times a player left a match before it ended. The leaderboard of those who couldn't be bothered to finish.

Deaths per match

Average deaths per match. A lower number means more careful, disciplined play.

Top deaths

Total deaths across all matches. Who serves as the server's target most often.

Ø placement

Average placement in finished matches — the lower the number, the better. The fairest measure of overall performance.

Share of match kills

What percentage of all match kills belongs to this player on average. A dominance measure independent of opponent count.

Ø ping

Average player latency in milliseconds measured by the server during play (every 10 seconds, bots excluded). Lower means smoother gameplay.

Distance travelled

Total distance the player covered in the arenas. Shows who races around the map for items and who patiently waits in a corner.

Calories burned (estimate)

A lighthearted estimate from distance travelled (~65 kcal per kilometre). Not a fitness tracker — teleporters, lifts and camping in a corner don't count. But at least you know if you earned that beer today.

Top speed

Highest measured movement speed in game units per second. Doubles as a fairness check — a value far above everyone else is suspicious.

Item control

How many key items the player grabbed: shield belt, armor, health keg, UDamage and other powerups. Item control often decides matches.

Assists

The kill went to someone else, but this player dealt the most damage (at least 40) to the victim. Credit for the dirty work someone else finished.

Kills below 20 HP

Kills scored with 20 HP or less — duels won where one more hit would have ended it. Nerves of steel.

Air time

Percentage of play time spent airborne (jumps, dodges, falls). Aerial acrobats versus ground troops.

Spawn kills

Kills on players who barely had time to look around after respawning — the victim died within 4 seconds of their previous death.

Kills on humans

Percentage of a player's kills where the victim was a human, not a bot. Who farms bots and who hunts real opponents.

Longest life

Longest single life without dying (in minutes). Who can survive when the shots come from every direction.

Kills with UDamage

Kills scored with UDamage active. Who can not only grab the powerup but squeeze everything out of it.

Toughest to kill

Average damage taken per death. Masters of armor and dodging — bringing them down takes the most work.

Kills From Above

Share of a player's kills made from higher ground (min. 30 kills).

Kills at Low HP

Average own HP at the moment of a kill - low = reckless brawler, high = plays it safe (min. 30 kills).

Desertion Rate

Share of matches the player left early (min. 10 matches).

Assists per Match

Assists per match - who sets up kills even without the final hit (min. 10 matches).

Rhythm Between Kills

Median seconds between a player's kills - live cadence, not averaged over dead time (min. 50 kills).

Dies on the Move

Average victim speed at death - high = dies on the move, low = caught standing (min. 20 deaths with data).

Pickup Breakdown

Top item collectors with a breakdown by item type.

Player style map

Every player as a dot: aggression horizontally, efficiency vertically, dot size is matches played. Play style at a glance.

Damage Efficiency

X = damage per kill, Y = K/D. Top-left = most efficient (little damage per kill, high K/D).

PlayerMat.KillsDeathsK/DWin%Top3%ScoreK/mat.K/minHSHS%Dmg+Dmg−RatioSpreeMultiBestEloStreakØ lifeØ killWeaponTimeSuic.
Thor@x261252,44100,0100,06030,53,0900,09,5k3,5k2,7117Double Kill3120:43~18,1 mShock Rifle0,3 h1
Parz1val26087,50100,0100,06030,02,0635,09,8k3,0k3,2917Double Kill3022:54~23,3 mShock Rifle0,5 h0
Blackbone250481,0450,0100,04725,00,9800,010,5k8,8k1,196Double Kill3011:01~8,4 mImpact Hammer0,9 h4
Dikobr138470,81100,0100,03038,00,8512,67,7k8,6k0,894Double Kill3810:55~15,2 mShock Rifle0,7 h8
Doom2238336890,400,0100,03312,00,6800,07,3k12,7k0,583-2296500:34~17,1 mShock Rifle0,9 h3
XMblPb133171,94100,0100,03133,02,0800,04,7k2,7k1,747Double Kill3310:52~14,8 mShock Rifle0,3 h2
Anub1ss131221,41100,0100,03031,02,8313,24,8k3,2k1,515Double Kill3110:28~12,7 mSniper Rifle0,2 h1
Bogota123360,640,0100,02223,01,0314,33,8k5,5k0,702-2300:36~13,2 mRocket Launcher0,4 h1
freedie00116111,450,0100,01516,01,1900,01,5k1,8k0,803-1601:07~20,1 mBio Rifle0,2 h1
mg72.1871,140,00,088,01,49112,51,1k1,2k0,893Double Kill800:40~21,6 mSniper Rifle0,1 h0
Eleven1010,000,00,000,00,0000,00,1k0,1k0,400-000:42Enforcer0,0 h1
Ahmadco1000,000,00,000,00,0000,00,0k0,0k0,000-001:060,0 h0

Combat

Combat metrics from telemetry. TTK = time from the victim’s first hit to their death; distance = average hit distance. Fills up after matches on the latest server version.

Fastest to kill (Ø TTK)

#PlayerValue
1mg72.6,09 s
2XMblPb10,87 s
3Thor@x11,45 s
4freedie0015,67 s
5Blackbone18,40 s
6Anub1ss19,91 s
7Parz1val21,23 s
8Dikobr29,69 s
9Bogota30,12 s
10Doom223838,06 s

Longest-range hit

#PlayerValue
1Blackbone~63,7 m
2freedie00~61,5 m
3Thor@x~60,2 m
4Parz1val~59,4 m
5Dikobr~56,7 m
6Anub1ss~52,8 m
7mg72.~52,3 m
8Doom2238~48,5 m
9Bogota~43,1 m
10XMblPb~42,8 m

Most first bloods

#PlayerValue
1Thor@x1x
2Bogota1x

Most airborne hits

#PlayerValue
1Doom2238112x
2Parz1val101x
3Blackbone95x
4Thor@x55x
5Anub1ss53x
6Dikobr52x
7XMblPb49x
8Bogota33x
9mg72.8x
10freedie004x

Most hits from behind

#PlayerValue
1Doom223828x
2Parz1val21x
3freedie0011x
4Blackbone10x
5XMblPb9x
6Anub1ss7x
7Thor@x6x
8Dikobr4x
9mg72.2x
10Bogota1x

Player style: distance vs pace

X = average engagement distance (m), Y = kills/min. Right = long-range fighting, left = close-range.

Does First Blood Decide?

How often the first-blood scorer wins vs random chance.

Trends over time

Matches and kills

Matches (columns) and kills (line) per period. The basic overview of server activity. Aggregation: day (change in the filter).

Average players per match

Average number of players in matches over time. Shows when the server was packed and when it was empty.

Unique humans

Number of distinct human players in each period. Growth means new faces, decline means just the regulars.

Server pace (kills/min)

Average kills per minute across matches over time. Measures how wild the server played.

Average match length

Average match duration in minutes over time. Long matches mean close fights or high limits.

Server performance (FPS)

Average FPS of the game server during matches. A drop signals machine overload and helps track down lag causes.

Cumulative kills of top players

Running total of the best players' kills over time. The race for overall first place, live.

Cumulative score of top players

Running total of the best players' score over time. Like kills, but punishing suicides.

Cumulative deaths of top players

Running total of the best players' deaths over time. Even champions die sometimes — here you see how often.

Cumulative matches of top players

Running count of matches played by the best players. Who builds their numbers through persistence.

Elo rating over time

How the top players' Elo changed match by match. Climbing means wins over strong opponents.

Headshots over time

Headshots per period. Grows with player accuracy and the sniper's popularity.

New players over time

How many brand-new people appeared on the server for the first time in each period. The pulse of community growth.

Kills: humans vs bots

Who kills more — humans or bots. Columns show each camp's share of kills over time.

Suicides over time

Suicides per period. Spikes reveal treacherous maps or wild experiments.

Ø kill distance over time

Average kill distance in meters over time. Rising means more sniping, falling means close combat.

Humans at Once Over Time

Peak human players per match over time - real community growth without bot fill.

Bot Difficulty Over Time

Average bot difficulty per period - is the server getting harder?

Reinforcements Over Time (%)

Share of matches where adaptive bot reinforcements kicked in.

Match Tempo Curve

When kills happen within a match - split into tenths of match time.

Server FPS vs Load

Each match as a point: player count vs server FPS.

Activity by day and hour

Kill heatmap by weekday and hour — from the exact time of every kill. Darker cells mean more action.

Worst FPS Matches

DateMapModeFPS minØ FPSPlayers
05.09.2026 05:03DM-Decknormal18313
22.08.2026 17:43DM-Decknormal27314
14.08.2026 12:18DM-Decknormal273112
05.09.2026 05:22DM-1on1-Blood_Money_Beta2normal27314
14.08.2026 23:51DM-Rankin-2010normal30317
22.08.2026 17:59DM-Campgrounds-U3-Fixnormal30314
14.08.2026 22:55DM-Decknormal30316
16.08.2026 12:14DM-Decknormal31313
22.08.2026 18:16DM-1on1-Devastationnormal31313
16.08.2026 15:32DM-Rankin-2010normal31314

Curiosities

Kills by distance

Distribution of all kills by distance between shooter and victim. Shows whether the server fights up close or from afar.

Multikills by level

How many Double, Multi, Mega, Ultra and Monster kills happened. The higher the level, the rarer the catch.

Suicides by cause

What people on the server die from without enemy help — falls, own rockets, lava and similar accidents.

Match profile

Which minute of a match sees the most kills. Reveals the typical rhythm from a careful start to the final rush.

Match closeness

Score gap between the winner and the runner-up at the end. Many close finishes mean a balanced server.

Players per match

Distribution of matches by participant count. Shows the most common game size on the server.

Match lengths

Distribution of matches by duration. Short games mean the limit was reached quickly, long ones mean even fights.

Time to first blood

How quickly after match start the first kill lands. Measures how long the initial calm survives.

Sprees by length

Distribution of kill streaks by length. Long streaks are rare — they require surviving under constant pressure.

Special kills

Kills by special means: Shock Combo, telefrag, Redeemer and CampKiller punishments. Treats for connoisseurs.

Players by country

Where the server's human players come from, by IP address. The map of UT3.sk's international fame.

How matches end

Whether matches end by reaching the kill limit or by running out of time. Older matches did not record the end reason — those sit in the “Unknown” category and nothing can be concluded from them.

Overkill Masters

Total damage dealt beyond what was needed for the kill - who keeps firing into corpses.

Airborne Kills

Kills scored while the killer was mid-jump or falling.

Speed at Kill

Average movement speed at the moment of a kill (m/s, min. 10 kills with data).

Kills per Life

How many kills a player gets out of one life on average (min. 10 lives).

Average Life Length

Average seconds survived per life (same players as the kills-per-life chart).

Wire-to-Wire Wins

Wins while leading from the first frag to the end. Full history, ignores the filter.

Comeback Wins

Wins after trailing by 3+ points. Full history, ignores the filter.

Time in the Lead

Share of match time spent in sole lead (min. 5 matches). Full history, ignores the filter.

Match Drama

How many lead changes matches have. More = more drama. Full history, ignores the filter.

Match Length by Player Count

Average match length by how many played.

Match Goal Scores

How matches are configured - distribution of goal scores.

Match Time Limits

Distribution of configured time limits.

High-Ground Battle (Server)

Share of kills from above, level and below (128+ UU height difference).

Item Control vs Winning

Win rate by how many powerups (belt/keg/UDamage) the player grabbed.

Ground vs Air

Share of kills by killer/victim being on the ground or airborne (v5 data).

Maps

DM-Deck DM-Rankin-2010 DM-Campgrounds-U3-Fix DM-1on1-Devastation DM-1on1-Blood_Money_Beta2

Most played maps

Which maps get played the most. Arena popularity by number of matches.

Game modes

Matches split by game mode — Normal, Instagib and others. What the server likes to play.

Map pace (kills/min)

Average kills per minute on each map. Small maps tend to be bloodier than sprawling ones.

Kills by map

Total kills on each map. Combines a map's popularity with its bloodiness.

Ø players per map

Average number of players in matches on each map. Shows which arenas attract full games.

Ø match length per map

Average match duration per map in minutes. Long times mean the limit is harder to reach.

Map treachery

Average suicides per match on each map. High numbers reveal chasms, lava and treacherous ledges.

Ø kill distance per map

Average kill distance on each map. Open maps favor snipers, tight corridors favor the Flak.

Worst FPS Maps

Maps with the lowest average server FPS (min. 3 matches).

Map Closeness

Average winning margin per map - low = nail-biters, high = blowouts.

Match Endings by Map

How matches end on each map. A map where the limit is rarely reached may be too big for the player count — but judge that only from matches with a known end reason.

MapMatchesKillsKills/minØ durationØ playersMap king
DM-Deck53793,0624:455,6Thor@x (61)
DM-Rankin-201021584,7416:405,5XMblPb (33)
DM-Campgrounds-U3-Fix1483,1515:154,0Parz1val (30)
DM-1on1-Devastation1764,8515:403,0Doom2238 (22)
DM-1on1-Blood_Money_Beta21714,0017:454,0Blackbone (30)

Weapons

Kill share

Which weapon owns the biggest share of all server kills. The queen of the arsenal in one pie.

Average kill distance

The average kill distance of each weapon. The sniper rules the long range, the Flak the corridors.

Headshot % by weapon

Headshot share for each weapon. The sniper naturally leads; the exceptions are the interesting part.

Weapon popularity over time

How weapon popularity shifted over time. Reveals the server meta — when Flak ruled and when Shock did.

Multikill share by weapon

What percentage of each weapon's kills were part of a multikill. Which gun mows down crowds best.

Weapon vs Weapon

Matchup matrix: which weapon kills which - the victim held weapon is recorded since telemetry v5.

Weapons: humans vs bots

Which weapons humans kill with versus bots. The differences reveal play styles and bot limits.

Hits per Kill by Weapon

How many landed hits a weapon needs per kill - lower = deadlier per hit (min. 20 kills).

Favorite Weapon (Population)

How many players call each weapon their favorite.

WeaponKillsHeadshotsHS%Ø distanceMultikillyØ dmgHits/killHits/minSpecialist
Shock Rifle16400,0~18,2 m465,82,74,1Thor@x (46)
Flak Cannon15400,0~8,1 m221,96,511,4Parz1val (13)
Rocket Launcher10200,0~13,9 m255,63,72,5Blackbone (12)
Link Gun7100,0~12,1 m67,819,821,6Doom2238 (3)
Stinger6000,0~13,2 m115,312,514,4Doom2238 (6)
Sniper Rifle52917,3~22,2 m276,92,32,6Parz1val (11)
Bio Rifle4200,0~13,7 m027,36,56,6Thor@x (6)
Redeemer3400,0~24,4 m483,22,19,2Thor@x (4)
Enforcer2200,0~20,9 m120,011,04,1Blackbone (3)
Impact Hammer1900,0~1,7 m1140,01,52,7Blackbone (19)

Rivalries

PairBalanceTotal kills
Parz1val vs Doom223840 : 242detail
Bogota vs XMblPb8 : 2129detail
freedie00 vs mg72.1 : 34detail
freedie00 vs Thor@x1 : 12detail
Thor@x vs mg72.1 : 12detail

Fair play

Fair-play indicators from server data. No single chart proves cheating — only a value far outside everyone else is suspicious.

Rapid target switches

Percentage of kills that came within 1 second of killing a different victim. Splash multikills form a natural baseline — only a value far above everyone else is suspicious (an aimbot switches targets unnaturally fast).

Suspicious moves

Sudden moves of more than ~50 metres within 2 seconds, per hour of play (telemetry matches only). On maps with teleporters a non-zero value is normal, elsewhere it is not.

Ping stability

The gap between the highest and the average ping in a match. Big swings mean an unstable connection — or deliberate throttling (lag switch). It is calculated as a trimmed mean, so a single one-off spike does not skew the result.

Ping vs Performance

X = weighted ping (ms), Y = K/D. Shows whether higher ping hurts performance.

Visits

Real server visits — including visits where the match never finished (server restart etc.). Filtered by date only; map/mode do not apply to visits.

Human Share by Match End

Share of humans (vs bots) in matches by the hour and weekday they ended - not live occupancy; each match counts at the time it finished.

Visits45
Players28
Time online10,0 h
Ø visit13:17

Time online

Total real time spent connected to the server. Counted from visits, not matches played.

Number of visits

How many times the player connected to the server. Loyalty measured in arrivals, not performance.

Longest visit

The longest single continuous connection in minutes. The marathon runners of server sessions.

Visits over time

Number of connections per period. The server's life curve.

Visits by weekday

Which weekday brings the most visitors. Weekend peaks versus workdays.

Visits by hour

At which hour of the day players connect most often. The evening rush in full glory.

PlayerVisitsTime onlineØ visitMaxLast seen
Doom223821,4 h43:001 h 7 min22.08.2026 20:36
freedie0071,3 h10:5119:0008.09.2026 18:14
Parz1val21,2 h36:3042:0027.08.2026 17:41
Bogota31,2 h23:0029:0008.09.2026 18:12
Blackbone10,9 h55:5755:5705.09.2026 04:32
Dikobr10,7 h42:0042:0016.08.2026 11:32
Thor@x60,6 h5:3916:0120.08.2026 13:16
Sasha+=2620,6 h16:3017:0030.08.2026 15:47
mg72.10,4 h24:5924:5914.08.2026 12:13
XMblPb10,3 h18:0018:0014.08.2026 23:34
unknownplayer10,2 h14:0114:0125.08.2026 15:34
Anub1ss20,2 h6:5911:5916.08.2026 15:21
Lautaro10,2 h10:0110:0129.08.2026 00:21
momo203110,1 h8:018:0131.08.2026 20:54
the1omen10,1 h6:006:0023.08.2026 16:15
Losdrew10,1 h5:015:0125.08.2026 08:59
pre10,1 h4:014:0120.08.2026 13:51
Eleven10,0 h2:592:5914.08.2026 11:59
Samorez10,0 h2:592:5926.08.2026 18:02
takeiteasy10,0 h2:592:5910.09.2026 11:27
Geozuso10,0 h2:002:0007.09.2026 10:47
SEVA2860010,0 h2:002:0021.08.2026 10:56
Bloody.HU10,0 h2:002:0013.08.2026 12:04
l1g3410,0 h2:002:0026.08.2026 23:21
greg41710,0 h2:002:0008.09.2026 18:39
Yukokataa10,0 h1:591:5925.08.2026 02:18
Makaton10,0 h1:591:5916.08.2026 11:05
Warchim10,0 h1:591:5902.09.2026 10:42

Recent matches in the filter

Full match history