76561197975928242
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
-7.2%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.
7.1% 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-QKtj4-wRx2p-OfMvJ-dVHQE-oncFO | 13/16/4 | 73.8 | 1.08 | 2026-06-25 21:16:52 · 30m 37s | |
| CSGO-Ze2aE-r6owj-yAWNV-SEcQK-p8SKF | 16/18/8 | 86.8 | 1.13 | 2026-06-25 20:34:22 · 39m 48s | |
| CSGO-3XH5o-MZNnk-3UxCc-vHatj-ZOQmH | 6/14/4 | 40.2 | 0.55 | 2026-06-23 20:51:06 · 28m 38s | |
| CSGO-TZr7Y-wqWrU-GJ4Rh-iThLX-V62cQ | 7/16/2 | 52.4 | 0.40 | 2026-06-23 20:18:57 · 28m 56s |
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.