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. 153 exact attempts across 35 players since February 1, 2026; 12 clear the 5-attempt minimum.
| # | Player | Attempts | Wins | Win % | Clean | Kills | Avg 1vX | Best Won | 1v1 | 1v2 | 1v3 | 1v4 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | slide_in_out | 6 | 2 | 33.3 | 2 | 3 | 1.67 | 1v1 | 2/3 | 0/2 | 0/1 | - |
| 2 | Tommygunz | 7 | 2 | 28.6 | 2 | 5 | 2.57 | 1v2 | 1/1 | 1/3 | 0/1 | 0/2 |
| 3 | zàváge | 9 | 2 | 22.2 | 1 | 6 | 2.89 | 1v4 | 0/1 | 1/2 | 0/3 | 1/3 |
| 4 | crazy | 13 | 2 | 15.4 | 2 | 6 | 2.85 | 1v3 | - | 1/3 | 1/9 | 0/1 |
| 5 | 7o3_J@)v( | 5 | 1 | 20.0 | 0 | 2 | 2.6 | 1v2 | - | 1/3 | 0/1 | 0/1 |
| 6 | ttvMiketheunit | 7 | 1 | 14.3 | 1 | 4 | 2.86 | 1v2 | - | 1/4 | - | 0/3 |
| 7 | DGHatersClub.com | 7 | 1 | 14.3 | 1 | 4 | 2.86 | 1v3 | - | 0/3 | 1/2 | 0/2 |
| 8 | DELUXMODEL | 10 | 1 | 10.0 | 1 | 3 | 2.8 | 1v2 | 0/1 | 1/3 | 0/3 | 0/3 |
| 9 | ChiLL | 5 | 0 | 0.0 | 0 | 2 | 2.6 | - | 0/1 | 0/1 | 0/2 | 0/1 |
| 10 | Heresiarch | 7 | 0 | 0.0 | 0 | 1 | 1.86 | - | 0/3 | 0/2 | 0/2 | - |
| 11 | CityOfAngels | 5 | 0 | 0.0 | 0 | 1 | 2.8 | - | - | 0/1 | 0/4 | - |
| 12 | zombie | 5 | 0 | 0.0 | 0 | 0 | 3.2 | - | - | - | 0/4 | 0/1 |
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.