76561198022170079
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%Account is 1+ years old
300h+ in CS2
2000h+ across the whole Steam library
10+ games owned - real library
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-15.6%Peak single-match outcome anomaly 29.7/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
Avg K/D 1.52 across 4 of our matches (penalty scales above 1.4)
Low mean preaim 6.99° with a tight 5.92° spread across 45 ranged kills - unusually consistent crosshair placement
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-d8tuE-vcwaC-TYyfH-vAOGi-htRBD | 33/13/0 | 113.6 | 1.84 | 2026-06-30 21:37:40 · 39m 14s | |
| CSGO-2rkJO-L7Lsf-NAhHK-aAnbM-K8o3B | 20/11/7 | 114.9 | 1.67 | 2026-06-27 20:47:56 · 32m 57s | |
| CSGO-iKACQ-JaCXX-GiFur-yv7Z9-nUoEM | 21/23/5 | 66.9 | 0.98 | 2026-06-25 21:02:41 · 49m 6s | |
| CSGO-EbjRz-PDSDe-e7FR3-cbGmS-6a4mA | 13/16/7 | 87.3 | 0.90 | 2026-06-22 16:39:10 · 28m 48s |
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.