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
-5%Account is 1+ years old
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
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-9.1%Peak single-match outcome anomaly 28.8/100 (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 5 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-9AHt6-pniTf-WFbUZ-FoOBE-Rd3AC | 11/17/10 | 62.8 | 0.93 | 2026-07-03 20:22:46 · 36m 37s | |
| CSGO-K2kME-5TWDV-BMbYX-3WE33-2zYUN | 26/13/11 | 123.7 | 1.85 | 2026-07-03 19:38:45 · 37m 57s | |
| CSGO-y8drL-dtFru-ewtyM-hRWtw-BrApF | 11/16/6 | 69.0 | 0.76 | 2026-07-03 18:47:00 · 40m 23s | |
| CSGO-zEhWv-qLMrj-KZxKy-fqWew-RWjXM | 15/15/3 | 67.0 | 1.08 | 2026-07-03 17:55:37 · 40m 30s | |
| CSGO-AyiGq-kkUzk-LJDDP-yrFDt-n2ohH | 7/14/4 | 66.1 | 0.79 | 2026-07-03 17:25:34 · 27m 2s |
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.