76561197993607293
Reference: pro level (dashed) · to the right = better than a typical pro = suspicion signal.
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
-6.1%6.1% of kills through walls across 4 analyzed matches (penalty scales above 4%)
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 4 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-zjiN3-TVjcz-r4ioJ-69rfk-d4FdH | 9/16/3 | 46.8 | 0.66 | 2026-07-03 21:38:16 · 38m 49s | |
| CSGO-cxy9G-CZ4Pr-NtExr-4SueJ-snCND | 3/16/0 | 21.6 | 0.00 | 2026-06-27 23:20:42 · 29m 38s | |
| CSGO-dtGCy-QbrVj-kUKvT-SX2wV-bmPhG | 18/14/1 | 77.3 | 1.25 | 2026-06-19 23:51:25 · 39m 5s | |
| CSGO-aUkD9-sBw3d-8BvSh-tG6yY-s6iPK | 3/2/0 | 52.2 | 1.21 | 2026-06-19 23:41:21 · 7m 12s |
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.