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
-3.1%Peak single-match outcome anomaly 12.8/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-ymsiS-WZnVi-WchbO-bUepU-NvoNO | 10/17/7 | 64.1 | 0.74 | 2026-07-06 18:29:55 · 30m 38s | |
| CSGO-OEMoE-GoqPM-JQveb-2VkBB-nKurD | 22/18/4 | 97.5 | 1.39 | 2026-07-06 17:45:48 · 40m 36s | |
| CSGO-FzwZ6-ino8y-8fhC8-FadQB-KeiGH | 19/15/3 | 85.5 | 1.25 | 2026-06-23 19:30:39 · 39m 44s | |
| CSGO-ZFwzv-8xidO-WtAEn-Q3z5D-4cEZG | 24/14/3 | 81.7 | 1.50 | 2026-06-23 18:49:54 · 38m 9s |
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.