76561197981348063
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
+12%Account is 1+ years old
300h+ in CS2
2000h+ across the whole Steam library
10+ games owned - real library
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-7.4%Peak single-match outcome anomaly 7.4/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
7.2% of kills through walls across 4 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 5 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-QzHHT-xrCPV-6fU94-5asKL-2wPcF | 14/15/7 | 80.5 | 1.14 | 2026-07-03 20:48:20 · 40m 11s | |
| CSGO-mnRH4-Jb7ZS-eazdj-oSS6T-ekAUM | 18/18/4 | 65.3 | 1.02 | 2026-07-03 20:00:30 · 37m 24s | |
| CSGO-ya9J6-34Y8J-a9SxQ-MBf2W-J6BxH | 8/16/5 | 54.5 | 0.64 | 2026-06-27 22:10:44 · 31m 8s | |
| CSGO-qUJka-8b6Vw-YEEMu-wVCPJ-9mnpQ | 17/13/8 | 83.6 | 1.33 | 2026-06-26 21:01:12 · 31m 37s | |
| CSGO-DMvPc-zSE5y-4ELZi-kq529-7pmwG | 20/16/1 | 80.0 | 1.30 | 2026-06-19 20:23:05 · 32m 40s |
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.