76561198028644035
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
+6%Account is 1+ years old
300h+ in CS2
2000h+ across the whole Steam library
10+ games owned - real library
Friends list is private - can't verify
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-1.4%Peak single-match outcome anomaly 8.4/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
TeamDocks rating & ADR trend · last 4 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-Hi78r-eczBi-uu2PV-wKdcK-GoL2G | 14/19/2 | 70.7 | 0.81 | 2026-07-04 22:40:11 · 28m 38s | |
| CSGO-CrjNY-WF2TH-Ut3RF-eYZqO-eHsyM | 16/16/4 | 87.2 | 1.13 | 2026-07-04 21:59:41 · 36m 28s | |
| CSGO-UjkYw-tZnMB-MHdCk-cCOZE-s9ROG | 16/17/2 | 75.5 | 1.06 | 2026-07-04 21:17:19 · 39m 19s | |
| CSGO-tjJPb-UHNQa-MXk6N-THuhw-QWJeB | 20/23/2 | 71.7 | 1.00 | 2026-07-04 20:22:12 · 51m 44s |
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.