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
-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
-5.3%Peak single-match outcome anomaly 18.3/100 (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 6 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-imFZT-XKw4X-PXG3m-zqiUP-AwAQL | 15/8/5 | 78.4 | 1.39 | 2026-07-03 18:26:02 · 30m 55s | |
| CSGO-YD538-LObGS-jCM6D-CnpRH-pJGrL | 14/16/12 | 92.9 | 1.25 | 2026-07-02 19:00:55 · 33m 20s | |
| CSGO-YkDMd-JRKeA-x3L5e-dvGEj-djEuA | 10/13/3 | 47.4 | 0.76 | 2026-06-27 19:55:05 · 30m 53s | |
| CSGO-xE5N8-mqJk3-aQNUj-mQWbr-q3SiA | 17/16/4 | 62.7 | 1.06 | 2026-06-18 18:48:40 · 32m 18s | |
| CSGO-hRc7F-Cuf2K-pGuW3-KdfQY-YkkfO | 18/18/1 | 76.7 | 1.02 | 2026-06-18 18:07:09 · 37m 18s | |
| CSGO-QNpRz-YFkeD-sqYjN-4wAae-tOeFO | 15/11/7 | 96.2 | 1.41 | 2026-06-17 18:58:32 · 28m 10s |
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.