76561197962336539
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
-0.2%8.2% of kills through smoke (penalty scales above 8%)
TeamDocks rating & ADR trend · last 6 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-dMSDH-tG5Nx-kj5LC-UM7rV-7vDuA | 14/17/5 | 65.7 | 0.94 | 2026-07-04 18:20:51 · 37m 0s | |
| CSGO-piubh-GbMdW-3nT49-Ar8kL-6bZYO | 6/15/2 | 48.4 | 0.54 | 2026-07-04 17:47:55 · 24m 54s | |
| CSGO-mSx63-Q98LQ-SLEYR-XD9t8-qAXHK | 12/13/4 | 68.3 | 0.94 | 2026-07-04 17:14:35 · 28m 51s | |
| CSGO-kH4QX-heK4z-7BSGc-84rHj-ZDxHL | 13/15/6 | 68.8 | 1.05 | 2026-07-02 16:22:42 · 37m 5s | |
| CSGO-ZuvPO-jv2Cr-TBPmZ-8NN5A-bzZAB | 16/13/5 | 81.4 | 1.18 | 2026-07-02 15:43:43 · 36m 12s | |
| CSGO-MpVra-xXdYS-Udk9d-cBYCB-3oZEC | 12/17/3 | 65.2 | 0.79 | 2026-07-02 14:59:58 · 32m 55s |
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.