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%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
-16.7%Peak single-match outcome anomaly 9.2/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
12.2% 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-idNzL-XuQoH-QDH8f-V9YFi-SEKLH | 9/12/8 | 63.9 | 0.92 | 2026-07-04 19:21:08 · 29m 53s | |
| CSGO-qWAmt-c73Aa-4aBrz-bEzMs-QsXfE | 12/12/3 | 56.6 | 1.00 | 2026-07-04 18:37:05 · 34m 40s | |
| CSGO-6nDwK-CN7LM-ECAKh-ckfJZ-NP7rN | 12/19/9 | 57.7 | 0.75 | 2026-07-03 19:56:54 · 48m 18s | |
| CSGO-AYxiA-BhZ5A-rjVi9-7ciTQ-QJOMB | 8/14/6 | 56.6 | 0.84 | 2026-07-01 18:11:51 · 36m 18s |
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.