76561197967417747
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.
Provisional — based on only 4 analyzed matches. Firms up as more of this player's games get processed.
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
-6%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
-6.2%4.8% of kills through walls across 4 analyzed matches (penalty scales above 4%)
9.7% of kills through smoke (penalty scales above 8%)
3.2% 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 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-DAFNe-AEL4B-tUtbD-WiUbc-4YKsE | 14/18/6 | 77.4 | 0.80 | 2026-06-20 22:59:48 · 37m 53s | |
| CSGO-vznSP-uOJE7-mN2qv-hm3YH-LdcNE | 19/20/5 | 80.8 | 1.10 | 2026-06-20 22:20:31 · 35m 27s | |
| CSGO-eS2dc-vpRTL-B8vkH-cGkXC-soi9Q | 13/14/6 | 83.6 | 1.06 | 2026-06-20 21:44:13 · 33m 2s | |
| CSGO-QXFkK-T62qs-mO3uC-XVYFr-u2dOQ | 16/15/3 | 74.5 | 1.12 | 2026-06-20 21:02:34 · 36m 9s |
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.