76561197960337759
Reference: pro level (dashed) · to the right = better than a typical pro = suspicion signal.
Our own 0–100 skill index, a weighted composite of every performance dimension we can measure from this player's parsed demos — not Leetify's rating. Each row below shows its raw value, its 0–100 sub-score and how many points it contributed to the final number.
Provisional — based on only 4 analyzed matches. Firms up as more of this player's games get processed.
Final score = weighted average of each dimension's 0–100 sub-score. Contribution = sub-score × (renormalized weight). Not affiliated with Valve/Leetify/FACEIT — this is our own measure from our own demo parsing.
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.
Account Signals
-12%Game details are private - can't verify CS2 playtime
Game details are private - can't verify game library (already accounted for once via CS2 Hours above)
Friends list is private - can't verify
Inventory is private - can't verify
Our Own Match Data
-8.1%Peak single-match outcome anomaly 26.1/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
TeamDocks rating & ADR trend · last 4 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-nvYkf-famrO-jFUGZ-RMzTp-vsCxH | 14/11/3 | 83.4 | 1.26 | 2026-06-30 20:41:47 · 35m 16s | |
| CSGO-LOO3s-UkMBn-7hq7q-3QPLW-RadFO | 15/14/5 | 81.6 | 1.25 | 2026-06-30 19:53:55 · 37m 59s | |
| CSGO-ZDPqL-t9nfk-YsUdx-OVRVE-ox6iL | 14/16/2 | 66.6 | 1.01 | 2026-06-15 20:25:28 · 31m 14s | |
| CSGO-LHiDJ-EKyZT-krBvw-Ta9Td-cZrKG | 22/12/5 | 120.4 | 1.79 | 2026-06-14 19:14:49 · 31m 33s |
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.