Wallbang/smoke/distance signals need at least 2 of this player's matches processed with kill-level analysis - will fill in as more of their matches get analyzed.
The player exhibits an extremely high single-match performance anomaly (100/100 rating/ADR/KD/HS%) and a very high Leetify aim rating (99.987%) with no rank presence, which is a common smurf/cheater pattern. However, confidence is low due to only one match being analyzed, making the data provisional.
AI-generated read of the stats profile below - not a formal cheat determination, folded into the trust score as one capped signal among many. Model: gemini-2.5-flash-lite · Analyzed 2026-07-15 08:32:37
Our own heuristic from Steam signals, playtime, FACEIT and Leetify behaviour. Not a cheat verdict, not affiliated with Valve/Steam/Leetify/FACEIT/HLTV.
Score starts at 100. Every row below shows the exact rule that fired and its effect in percent - directly the same points that make up the 0-100 score.
AI Analysis
-2%The player exhibits an extremely high single-match performance anomaly (100/100 rating/ADR/KD/HS%) and a very high Leetify aim rating (99.987%) with no rank presence, which is a common smurf/cheater pattern. However, confidence is low due to only one match being analyzed, making the data provisional.
Account Signals
-21%Account created < 6 months ago
100-300h in CS2
200-2000h across the whole Steam library
Fewer than 10 games owned
Friends list is private - can't verify
round(level / 10), capped at +3
Fewer than 3 badges
Inventory is private - can't verify
Cross-Platform Consistency
-14%Leetify aim rating 99.98738593463/100 (elite) but Premier is unranked and no FACEIT account - demonstrated mechanical skill doesn't match rank history, a classic smurf/fresh-account pattern
Our Own Match Data
-27.4%Peak single-match outcome anomaly 100/100 (rating/ADR/KD/HS% combined) — top ~0.3% of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak. Dampened — only 1 of this player's matches analyzed so far, so this is provisional.
10% of measured kills were hard snaps — the crosshair closed a 25°+ gap onto the target within ~78ms of the shot and landed within 2°, at 15m+ range. Legit players effectively never do this repeatedly; the penalty scales with the rate.
No matches recorded for this player yet.
Where this player gets their kills (and dies), aggregated across every match we've parsed, drawn over the map radar.
Utility usage, movement discipline, and spray control - computed from real per-tick demo data, not estimated. Only matches we've fully processed count toward these numbers.
Steam friends list signals - not from our own match data. Only computed on demand, cached 6h.