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
+1%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)
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-4.8%Peak single-match outcome anomaly 12/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
5% of kills through walls across 4 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-DeSFt-DbO6H-zCS6n-t8iby-V27vO | 11/15/4 | 47.8 | 0.57 | 2026-07-03 03:26:07 · 46m 46s | |
| CSGO-bRsq6-26mAO-at9Qo-Tqwh6-HLtCQ | 16/10/4 | 86.1 | 1.50 | 2026-07-03 02:48:55 · 26m 16s | |
| CSGO-Tk5CR-DMeGB-rkMxZ-Cm9uo-qWHzN | 3/5/4 | 52.6 | 0.92 | 2026-06-27 05:45:04 · 14m 26s | |
| CSGO-E59GY-haYcV-ZhpXq-Y9yP3-O2GGG | cs_alpine |
10/17/2 | 53.7 | 0.66 | 2026-06-27 05:10:09 · 26m 19s |
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.