ElimPlus Clutch Leaderboard
Last player standing · who actually converts
A clutch is a round where you end up the last player alive on your team against X living enemies. Every opportunity counts — failed attempts are in the denominator, so this is a conversion rate, not a highlight reel. 401 exact attempts across 61 players since February 1, 2026; 35 clear the 5-attempt minimum.
| # | Player | Attempts | Wins | Win % | Clean | Kills | Avg 1vX | Best Won | 1v1 | 1v2 | 1v3 | 1v4 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | zàváge | 19 | 5 | 26.3 | 4 | 18 | 2.79 | 1v4 | 0/1 | 2/6 | 2/8 | 1/4 |
| 2 | xios | 11 | 4 | 36.4 | 4 | 11 | 2.55 | 1v3 | 2/2 | 1/2 | 1/6 | 0/1 |
| 3 | process | 5 | 2 | 40.0 | 2 | 3 | 1.6 | 1v2 | 1/3 | 1/1 | 0/1 | - |
| 4 | phantaci | 5 | 2 | 40.0 | 2 | 5 | 2.8 | 1v2 | 1/1 | 1/1 | 0/1 | 0/2 |
| 5 | turtledarwin | 5 | 2 | 40.0 | 2 | 4 | 2.6 | 1v3 | 1/1 | 0/1 | 1/2 | 0/1 |
| 6 | slide_in_out | 6 | 2 | 33.3 | 2 | 3 | 1.67 | 1v1 | 2/3 | 0/2 | 0/1 | - |
| 7 | Tommygunz | 7 | 2 | 28.6 | 2 | 5 | 2.57 | 1v2 | 1/1 | 1/3 | 0/1 | 0/2 |
| 8 | mad | 8 | 2 | 25.0 | 2 | 6 | 2.25 | 1v3 | 1/3 | 0/1 | 1/3 | 0/1 |
| 9 | CityOfAngels | 10 | 2 | 20.0 | 2 | 6 | 2.6 | 1v2 | 1/1 | 1/2 | 0/7 | - |
| 10 | Deep | 15 | 2 | 13.3 | 2 | 9 | 2.8 | 1v1 | 2/2 | 0/2 | 0/8 | 0/3 |
| 11 | IYI | 16 | 2 | 12.5 | 1 | 11 | 2.81 | 1v2 | 1/1 | 1/5 | 0/6 | 0/4 |
| 12 | crazy | 17 | 2 | 11.8 | 2 | 7 | 2.88 | 1v3 | - | 1/4 | 1/11 | 0/2 |
| 13 | ttvMiketheunit | 20 | 2 | 10.0 | 2 | 10 | 3.0 | 1v2 | 1/2 | 1/4 | 0/6 | 0/8 |
| 14 | ExitNextRight | 5 | 1 | 20.0 | 1 | 6 | 3.4 | 1v2 | - | 1/1 | 0/1 | 0/3 |
| 15 | TimPlaya | 6 | 1 | 16.7 | 1 | 1 | 3.17 | 1v1 | 1/1 | - | 0/2 | 0/3 |
| 16 | MonchoRD | 6 | 1 | 16.7 | 1 | 2 | 2.0 | 1v1 | 1/3 | 0/1 | 0/1 | 0/1 |
| 17 | enoch84 | 6 | 1 | 16.7 | 1 | 3 | 2.67 | 1v2 | - | 1/2 | 0/4 | - |
| 18 | ut444 | 7 | 1 | 14.3 | 1 | 1 | 3.14 | 1v1 | 1/1 | - | 0/3 | 0/3 |
| 19 | tco.necro | 7 | 1 | 14.3 | 1 | 2 | 2.86 | 1v2 | - | 1/1 | 0/6 | - |
| 20 | el_ask_420 | 8 | 1 | 12.5 | 1 | 2 | 2.5 | 1v1 | 1/1 | 0/3 | 0/3 | 0/1 |
| 21 | VKNG | 9 | 1 | 11.1 | 1 | 4 | 2.0 | 1v1 | 1/2 | 0/5 | 0/2 | - |
| 22 | Basuca | 9 | 1 | 11.1 | 1 | 4 | 3.0 | 1v2 | - | 1/2 | 0/5 | 0/2 |
| 23 | Ohkgi | 12 | 1 | 8.3 | 1 | 3 | 2.67 | 1v1 | 1/1 | 0/4 | 0/5 | 0/2 |
| 24 | DELUXMODEL | 13 | 1 | 7.7 | 1 | 3 | 3.0 | 1v2 | 0/1 | 1/3 | 0/4 | 0/5 |
| 25 | 7o3_J@)v( | 14 | 1 | 7.1 | 0 | 5 | 2.79 | 1v2 | 0/1 | 1/4 | 0/6 | 0/3 |
| 26 | phen-- | 15 | 1 | 6.7 | 0 | 7 | 2.67 | 1v1 | 1/2 | 0/5 | 0/4 | 0/4 |
| 27 | ttvDGtheunit | 19 | 1 | 5.3 | 1 | 6 | 2.74 | 1v3 | 0/1 | 0/9 | 1/3 | 0/6 |
| 28 | Claws23 | 6 | 0 | 0.0 | 0 | 5 | 2.5 | - | 0/1 | 0/1 | 0/4 | - |
| 29 | ChiLL | 8 | 0 | 0.0 | 0 | 2 | 2.5 | - | 0/2 | 0/2 | 0/2 | 0/2 |
| 30 | Heresiarch | 10 | 0 | 0.0 | 0 | 4 | 2.5 | - | 0/3 | 0/2 | 0/2 | 0/3 |
| 31 | cake | 5 | 0 | 0.0 | 0 | 0 | 2.4 | - | 0/1 | 0/2 | 0/1 | 0/1 |
| 32 | Patvader99 | 5 | 0 | 0.0 | 0 | 5 | 2.8 | - | 0/2 | - | - | 0/3 |
| 33 | zombie | 5 | 0 | 0.0 | 0 | 0 | 3.2 | - | - | - | 0/4 | 0/1 |
| 34 | Nvr | 6 | 0 | 0.0 | 0 | 5 | 3.67 | - | - | - | 0/2 | 0/4 |
| 35 | pk5k | 9 | 0 | 0.0 | 0 | 2 | 3.22 | - | - | 0/2 | 0/3 | 0/4 |
Minimum 5 attempts. Attempts = last-player-standing situations faced, win or lose.
Clean = a win where you personally killed every remaining enemy (a win with fewer kills is a conversion —
the last enemy died to the world, a suicide, or a team kill). Kills counts only enemies killed after the round
became a clutch. Avg 1vX is the average number of enemies alive when your clutches began — higher means
you keep landing in harder spots. Best Won is the hardest clutch you have actually converted.
The 1v1–1v4 columns read wins/attempts at that difficulty.
All columns sort descending.
Exact rounds only. A round is counted only when its clutch reconstruction is exact at the current algorithm version — that means a normalized round manifest or a server-authored clutch event. Rounds merely inferred from the kill feed are excluded entirely: that feed has no round delimiter, so a timeout or disconnect round can be indistinguishable from the start of the next one, and an inferred 1vX may be a boundary artifact rather than a real clutch.
Exact rounds only. A round is counted only when its clutch reconstruction is exact at the current algorithm version — that means a normalized round manifest or a server-authored clutch event. Rounds merely inferred from the kill feed are excluded entirely: that feed has no round delimiter, so a timeout or disconnect round can be indistinguishable from the start of the next one, and an inferred 1vX may be a boundary artifact rather than a real clutch.