76561198005186210
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
+1%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
Inventory is private - can't verify
Our Own Match Data
-6.4%6.8% of kills through walls across 5 analyzed matches (penalty scales above 4%)
2.7% 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
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-DkFuo-iB8A6-w546L-EyaJw-oWRKF | 9/15/2 | 53.9 | 0.75 | 2026-07-03 21:44:33 · 28m 43s | |
| CSGO-xUesH-QcOGN-AhF5T-7uDKu-bCyDK | 16/15/9 | 89.5 | 1.24 | 2026-07-03 21:04:06 · 36m 54s | |
| CSGO-qBFMX-LxQMC-HERGG-4cwbd-Zu8GJ | 16/15/3 | 91.7 | 1.27 | 2026-06-28 17:17:23 · 26m 39s | |
| CSGO-83uuY-xdxcu-KfaNG-etaLH-t9XDJ | 16/16/4 | 82.3 | 1.12 | 2026-06-28 16:36:21 · 32m 19s | |
| CSGO-OHJZS-ew64R-vwaPu-JNLvw-SWqNO | 16/18/4 | 58.0 | 0.96 | 2026-06-28 15:23:53 · 40m 35s |
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.