76561197961442771
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
-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
-18.6%Peak single-match outcome anomaly 17.9/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak. Dampened — a lone standout among 8 analyzed matches reads as variance, not a pattern.
10.1% of kills through smoke (penalty scales above 8%)
2.7% of analyzed kills had the crosshair already tracking the target under 150ms before the shot, at 10m+ range (penalty scales above 2.5%)
Mean preaim 5.62° with only 4.32° spread across 69 ranged kills - crosshair sits on target far too consistently; human aim varies much more shot-to-shot even at a high level
TeamDocks rating & ADR trend · last 8 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-wocVr-8dTh4-eznYe-t3rp5-PquaL | 20/17/6 | 88.4 | 1.26 | 2026-07-03 18:02:19 · 39m 41s | |
| CSGO-LQo9G-bzOYD-bMGmQ-SoMET-QwSOG | 10/17/1 | 52.9 | 0.63 | 2026-07-03 17:19:21 · 33m 38s | |
| CSGO-2YnV8-ZAP7A-w7cZo-dYkjU-A7QBD | 12/19/6 | 69.6 | 0.80 | 2026-07-03 13:47:20 · 40m 58s | |
| CSGO-B9352-wEoT9-kS4uN-777HD-RdNEL | 18/10/4 | 90.4 | 1.51 | 2026-07-03 13:10:31 · 33m 22s | |
| CSGO-KvR8v-kWySz-OUsFM-Oqjri-ZOQmH | 24/21/4 | 91.4 | 1.12 | 2026-06-29 20:34:24 · 62m 49s | |
| CSGO-P3jtL-RfJqr-CwqcO-kXb7q-ENc7L | 23/19/6 | 117.3 | 1.48 | 2026-06-24 18:34:08 · 47m 39s | |
| CSGO-5myj3-PNUjS-XqeRJ-BKUbY-kkAUM | 21/14/8 | 87.6 | 1.34 | 2026-06-24 17:52:15 · 38m 36s | |
| CSGO-vvcXQ-s5yak-EuHkA-cynho-eDxHL | 21/16/3 | 83.5 | 1.29 | 2026-06-21 20:42:19 · 42m 37s |
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.