76561197992248096
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
+13%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
Cross-Platform Consistency
-5%FACEIT level 6 (6+) but no FACEIT match in 180+ days while still active elsewhere
Our Own Match Data
-8.6%Peak single-match outcome anomaly 22.1/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
3% 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 3 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-eLMi2-bwrdq-BEyky-8QhLo-PXOYE | 18/17/8 | 79.2 | 1.21 | 2026-07-02 19:29:48 · 35m 3s | |
| CSGO-9CS9Z-LGakz-MAuqR-4RYpn-eOQmH | 20/11/4 | 111.4 | 1.68 | 2026-07-02 18:58:09 · 28m 47s | |
| CSGO-hf9bf-Yt8iz-zs3Ne-cBBBJ-SyCJC | 13/16/4 | 70.0 | 1.03 | 2026-07-02 18:06:45 · 35m 47s |
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.