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
-15.6%Peak single-match outcome anomaly 31.6/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
Avg K/D 1.79 across 4 of our matches (penalty scales above 1.4)
4.8% of kills through walls across 4 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-VLB52-HYTXv-UPno6-eVbxN-TSveM | 16/13/5 | 59.5 | 1.08 | 2026-07-03 19:44:15 · 34m 23s | |
| CSGO-KDDNq-y9ENK-oKdia-KWFYN-qmdBN | 41/17/4 | 118.4 | 1.94 | 2026-07-03 18:42:22 · 52m 38s | |
| CSGO-jYitj-obYBq-GoBG9-AmiTK-xH2cQ | 22/10/3 | 112.8 | 1.85 | 2026-07-01 20:10:17 · 26m 43s | |
| CSGO-SsMXk-9C9Hf-q5rYn-Hz8wi-24wPB | 26/20/3 | 81.4 | 1.24 | 2026-06-29 20:40:24 · 50m 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.