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
-5.1%Peak single-match outcome anomaly 10.2/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
5.5% of kills through walls across 5 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 5 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-GqWXX-CVSW6-rchX6-NvVpL-PxXHK | 12/17/5 | 65.1 | 0.90 | 2026-06-28 20:14:37 · 29m 57s | |
| CSGO-vUzcY-R8fu6-nZvpX-GPP8x-rquLA | 7/16/3 | 52.2 | 0.55 | 2026-06-25 22:48:42 · 27m 4s | |
| CSGO-BMHBQ-SoPFZ-nnaOy-5YXYV-RadFO | 10/16/5 | 64.9 | 0.88 | 2026-06-25 22:13:55 · 32m 29s | |
| CSGO-GSi5b-EUL5L-rzwmH-LT943-ZC9WB | 12/13/1 | 55.1 | 0.87 | 2026-06-24 21:36:59 · 36m 15s | |
| CSGO-PVxL2-o8iW3-jNwz9-u5HaX-KG6KQ | de_warden |
14/8/2 | 70.7 | 1.45 | 2026-06-24 21:02:43 · 28m 54s |
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.