76561197994981323
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.
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
+7%Account is 1+ years old
300h+ in CS2
2000h+ across the whole Steam library
10+ games owned - real library
Friends list is private - can't verify
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-5.2%8.2% of kills through smoke (penalty scales above 8%)
Low mean preaim 6.55° with a tight 5.92° spread across 43 ranged kills - unusually consistent crosshair placement
TeamDocks rating & ADR trend · last 5 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-fi86O-GpiHH-fW8WE-HXj47-TLJzN | 16/14/5 | 85.6 | 1.29 | 2026-07-01 21:16:15 · 38m 28s | |
| CSGO-PYW3e-v3TiW-6UcPj-VLhCv-k3AkE | 14/15/3 | 68.8 | 0.92 | 2026-07-01 20:37:19 · 36m 18s | |
| CSGO-rtVMU-zV8Fb-y8XK2-9uEeX-euQFE | 18/17/5 | 89.9 | 1.23 | 2026-06-29 22:05:04 · 36m 33s | |
| CSGO-VfKis-KTKSB-neCeO-nufxd-tQYTB | 17/19/5 | 54.5 | 0.96 | 2026-06-29 21:12:05 · 48m 18s | |
| CSGO-tKxmT-NkUOw-kzkDS-NyZWT-AHtdA | 8/14/5 | 38.8 | 0.64 | 2026-06-29 20:36:04 · 33m 13s |
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.