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
-13.3%Peak single-match outcome anomaly 23.4/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
4.1% 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-S4MqR-8YX4x-GPGzv-jrspM-t8MUD | 18/14/1 | 73.4 | 1.24 | 2026-07-05 20:20:59 · 26m 52s | |
| CSGO-HEjfu-uCa9A-B2KfO-mDnjW-XkKoD | 22/18/4 | 101.2 | 1.44 | 2026-07-05 19:44:32 · 31m 54s | |
| CSGO-nnZao-YtU8D-mDpur-ycSh3-LMXDJ | 20/17/8 | 101.9 | 1.29 | 2026-06-30 20:19:27 · 33m 4s | |
| CSGO-CKvLV-bHExL-d8vPx-KKawE-J9tvE | 17/9/4 | 100.4 | 1.60 | 2026-06-28 19:34:12 · 28m 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.