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
-3.7%Peak single-match outcome anomaly 12.6/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
8.6% of kills through smoke (penalty scales above 8%)
TeamDocks rating & ADR trend · last 5 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-xq5wx-doaC2-VtKxr-ER6Yy-ZrPJM | 16/18/4 | 78.7 | 1.02 | 2026-07-03 18:48:29 · 36m 53s | |
| CSGO-vbbGO-FxkV6-SPUHG-d3cqa-C6mAL | 16/14/4 | 102.4 | 1.33 | 2026-07-03 18:09:33 · 26m 54s | |
| CSGO-2BT2C-vMdWV-ZzLUU-bZiVo-UO8nM | 9/14/2 | 69.1 | 0.74 | 2026-07-03 17:43:21 · 19m 3s | |
| CSGO-tyTSo-pMuZa-mRkcZ-v8HoY-s6iPK | 15/16/7 | 81.3 | 1.09 | 2026-06-23 19:58:47 · 40m 45s | |
| CSGO-AScwd-LGbOL-N4q5T-SiYQS-Ew4ZJ | 14/18/6 | 49.8 | 0.78 | 2026-06-23 19:05:49 · 44m 37s |
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.