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
-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
-1.9%3% 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-TY8hR-zkWLK-AOGmQ-yScXi-LZieC | 12/15/3 | 64.2 | 0.91 | 2026-07-06 18:35:51 · 29m 51s | |
| CSGO-5aV7i-cB254-NEv8D-sadO2-OCjjD | 14/15/4 | 66.7 | 0.98 | 2026-06-28 20:33:43 · 33m 27s | |
| CSGO-Xd9NM-hhwBf-pnyrT-NFCno-TOfuB | 12/20/8 | 56.3 | 0.74 | 2026-06-28 19:58:00 · 32m 26s | |
| CSGO-vwosq-sVZaJ-LqhvJ-jG3yT-ebaEC | 15/15/2 | 75.1 | 1.07 | 2026-06-28 16:45:55 · 35m 2s | |
| CSGO-wy62d-2FCbx-2iif3-9azhU-rRXXC | 14/10/5 | 78.9 | 1.33 | 2026-06-25 09:46:07 · 27m 57s |
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.