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 3 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
-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
-28.4%Peak single-match outcome anomaly 24.2/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak. Dampened — only 3 of this player's matches analyzed so far, so this is provisional.
Avg K/D 2.31 across 3 of our matches (penalty scales above 1.4)
11.6% of kills through walls across 3 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 3 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-K5nXP-MO9i5-uaoTw-b3fiu-YDERE | 9/2/3 | 55.1 | 1.34 | 2026-07-01 18:42:35 · 22m 0s | |
| CSGO-D75Ly-KiOhT-HavuW-ECx8k-WNmkP | 15/14/5 | 92.2 | 1.22 | 2026-06-30 11:20:16 · 31m 16s | |
| CSGO-ptUws-DsDiF-Ba2X9-mmV35-5UVzE | 19/14/2 | 69.8 | 1.24 | 2026-06-28 21:02:14 · 34m 13s |
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.