76561197965438077
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%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
-7.7%Peak single-match outcome anomaly 24.9/100 (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
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-4q2Dv-GJ9fi-qhTYk-qsdez-5qk2H | 8/19/6 | 61.6 | 0.57 | 2026-07-06 13:44:15 · 29m 46s | |
| CSGO-WzsbM-EM32M-uJpCN-Zf9u3-8AF4C | 26/15/7 | 90.1 | 1.59 | 2026-06-28 18:49:00 · 35m 22s | |
| CSGO-phCf5-YotYq-H3ED4-V38RX-RQCmQ | 26/16/13 | 122.0 | 1.76 | 2026-06-28 18:07:45 · 38m 22s | |
| CSGO-sjmPe-MQNzG-XqrU4-PbkMz-CCLwF | 4/16/3 | 38.1 | 0.29 | 2026-06-12 18:24:39 · 24m 16s | |
| CSGO-KW3XT-GGJhO-rAO5K-HUfLh-GPN2G | 22/21/5 | 84.3 | 1.17 | 2026-06-12 17:46:06 · 34m 43s |
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.