76561197997451705
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
-15.1%Peak single-match outcome anomaly 27.4/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
13.9% of kills through smoke (penalty scales above 8%)
TeamDocks rating & ADR trend · last 4 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-QPjO4-xZdmZ-HeLcZ-Eiowv-v3SiA | 19/15/5 | 134.7 | 1.56 | 2026-07-03 09:33:01 · 30m 52s | |
| CSGO-cvz85-W4Dko-cGLfL-nNpP3-hMFyB | 16/9/6 | 97.8 | 1.52 | 2026-07-03 08:02:13 · 25m 13s | |
| CSGO-HUaoF-hdnwc-uBKYk-dtDTt-fXnMC | 25/19/6 | 123.7 | 1.46 | 2026-07-02 21:47:41 · 43m 24s | |
| CSGO-MMDtX-58yTd-5DGed-PQLDa-fQ4qB | 12/15/7 | 90.4 | 1.13 | 2026-07-02 21:04:05 · 30m 52s |
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.