76561198011152979
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
-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
-4.6%Peak single-match outcome anomaly 14.2/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
8.8% of kills through smoke (penalty scales above 8%)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-T8VsE-5q4Di-CrmXc-4i3Bi-mYb7L | 18/16/15 | 90.4 | 1.31 | 2026-07-05 00:40:05 · 40m 52s | |
| CSGO-2QDr2-7rnMz-Ct3CS-ZFcvN-qScRF | 24/18/4 | 93.4 | 1.50 | 2026-07-05 00:02:07 · 35m 6s | |
| CSGO-S3Hnz-GqsNs-bjrVK-aSVNf-9jmMC | 16/13/4 | 95.3 | 1.17 | 2026-07-04 22:11:45 · 33m 48s | |
| CSGO-DBw9W-Cs3PB-jUaOf-P5wGJ-kc6uC | 22/20/10 | 101.0 | 1.41 | 2026-07-04 21:21:18 · 37m 9s |
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.