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
-13.2%Peak single-match outcome anomaly 7.6/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
5.7% 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-my4ER-GWO33-SWB6y-oYFsX-QFJPJ | 14/18/5 | 78.8 | 0.92 | 2026-06-30 00:39:32 · 35m 13s | |
| CSGO-23wE7-hrrXR-B9Ndj-6eCHy-bBnUE | 6/10/5 | 49.0 | 0.78 | 2026-06-30 00:06:10 · 28m 55s | |
| CSGO-3VV9D-umXhC-FxmeD-wG7PN-pmXML | 4/14/2 | 36.2 | 0.27 | 2026-06-24 01:41:12 · 20m 4s | |
| CSGO-fTqYE-ofQ4x-6ZRXT-y9mVi-2NKDR | 8/13/2 | 39.2 | 0.61 | 2026-06-20 21:59:12 · 33m 44s |
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.