76561197960384422
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.
Weighted across 8 measured dimensions; weights renormalize over whatever data we have.
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
+11%Account is 1+ years old
300h+ in CS2
2000h+ across the whole Steam library
10+ games owned - real library
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-2.8%Peak single-match outcome anomaly 29.2/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak. Dampened — a lone standout among 23 analyzed matches reads as variance, not a pattern.
TeamDocks rating & ADR trend · last 3 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-5ODE8-x9CGj-fYT28-rLbVy-zMOcF | 13/9/5 | 80.7 | 1.31 | 2026-07-03 20:29:35 · 32m 33s | |
| CSGO-LLiCc-FhmUU-XeD7P-qaAwh-mYb7L | 4/18/3 | 39.2 | 0.15 | 2026-06-09 20:03:59 · 31m 8s | |
| CSGO-TRcSa-HOONc-uV9fZ-LcTjP-W8KeB | 12/17/7 | 61.3 | 0.91 | 2026-06-09 19:21:46 · 36m 42s |
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.