76561197998114216
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
+3%Account is 1+ years old
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)
5+ friends
round(level / 10), capped at +3
3+ badges owned
Our Own Match Data
-7.9%Peak single-match outcome anomaly 25.5/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
TeamDocks rating & ADR trend · last 4 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-L8f53-QuJQP-HuERv-Gd2kM-5RfCG | 18/15/6 | 91.9 | 1.31 | 2026-07-04 18:55:28 · 37m 25s | |
| CSGO-rwi7W-YyK7O-ofH75-Xv2pT-rRXXC | 22/12/9 | 121.1 | 1.75 | 2026-07-03 21:31:05 · 33m 27s | |
| CSGO-5viCH-WhOm2-LsfrJ-enDBs-zC8rN | 20/17/4 | 88.0 | 1.22 | 2026-06-27 21:52:09 · 37m 22s | |
| CSGO-7wrdF-32YLv-LvZ7H-rcBu9-Ad5FP | 11/14/3 | 72.2 | 1.07 | 2026-06-27 18:47:20 · 30m 33s |
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.