76561197999331317
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
-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
-1.5%2.9% of analyzed kills had the crosshair already tracking the target under 150ms before the shot, at 10m+ range (penalty scales above 2.5%)
TeamDocks rating & ADR trend · last 5 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-OmyPS-KDzLd-LbGTa-4MQ6p-yfUGQ | 13/16/5 | 68.6 | 0.99 | 2026-06-26 22:33:32 · 29m 14s | |
| CSGO-mXAyp-EcXqD-awkJu-mxGjL-sbjsF | 10/16/3 | 68.1 | 0.79 | 2026-06-26 21:57:18 · 30m 49s | |
| CSGO-6pGhZ-G4etS-mhcWR-OxRai-LPGCF | 13/18/3 | 72.0 | 0.86 | 2026-06-26 21:01:41 · 36m 9s | |
| CSGO-bABbn-poCAJ-36UkM-kKEjw-ZrPJM | 13/17/3 | 72.8 | 0.89 | 2026-06-26 20:26:03 · 32m 31s | |
| CSGO-7s6V9-vhbxz-F2MFS-HUT5D-JKNQC | 21/24/7 | 80.1 | 1.03 | 2026-06-18 20:38:36 · 49m 34s |
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.