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
-9%Peak single-match outcome anomaly 17.4/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
6% of kills through walls across 4 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-hAoPv-NcyYR-ACia2-rMGbN-w77GJ | 8/18/6 | 57.0 | 0.63 | 2026-07-06 08:48:34 · 27m 51s | |
| CSGO-muSuT-owwoe-mehAx-PAw2D-BoL2G | 23/16/3 | 81.2 | 1.40 | 2026-07-02 09:41:58 · 36m 52s | |
| CSGO-m9FVz-V5SEG-ab9NL-OYGfZ-suGvM | 4/14/4 | 46.9 | 0.34 | 2026-07-01 19:49:51 · 26m 6s | |
| CSGO-FjS4E-MXNWy-OyejU-jzHXu-7BLwF | 15/10/6 | 105.5 | 1.60 | 2026-06-25 08:43:32 · 32m 16s |
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.