76561197966752500
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
-1.5%2.9% of analyzed kills had the crosshair already tracking the target under 150ms before the shot, at 10m+ range (penalty scales above 2.5%)
TeamDocks rating & ADR trend · last 5 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-oKiGG-KX8sN-ZHKjB-QQVUG-CUQ7B | 10/13/3 | 65.4 | 0.88 | 2026-06-24 22:00:07 · 37m 34s | |
| CSGO-9NNAc-tc3SX-AJKbB-x3P86-qd2UO | 10/15/6 | 60.3 | 0.83 | 2026-06-24 21:22:48 · 34m 21s | |
| CSGO-OciRM-5983x-SukSs-Xiip3-hBnUE | 17/15/4 | 90.9 | 1.14 | 2026-06-24 20:37:27 · 42m 10s | |
| CSGO-RT4MC-xM3Zm-MQKTt-TqfU5-ZqDZG | 16/15/5 | 78.0 | 1.17 | 2026-06-24 19:52:35 · 41m 39s | |
| CSGO-BaSD9-HE9TP-qfh5p-EHVAt-FsFiJ | 17/16/3 | 76.3 | 1.06 | 2026-06-10 21:19:31 · 41m 3s |
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.