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 3 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
-7.8%Peak single-match outcome anomaly 9.1/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak. Dampened — only 3 of this player's matches analyzed so far, so this is provisional.
6.7% of kills through walls across 3 analyzed matches (penalty scales above 4%)
8.9% of kills through smoke (penalty scales above 8%)
TeamDocks rating & ADR trend · last 3 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-DQeff-Xmqyv-uS6TU-HSi7m-m3taL | 10/15/4 | 57.1 | 0.79 | 2026-07-01 13:42:34 · 30m 9s | |
| CSGO-A3x6T-MYqt5-hMopi-JV3Oc-pZG8D | 19/18/7 | 99.3 | 1.24 | 2026-06-26 20:07:37 · 40m 23s | |
| CSGO-QOX2S-tDWaX-MNsTp-8RRC6-tzioE | 16/19/3 | 72.5 | 0.98 | 2026-06-26 19:27:19 · 36m 8s |
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.