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
-14.5%Peak single-match outcome anomaly 20.5/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
5.7% of kills through walls across 4 analyzed matches (penalty scales above 4%)
3.8% 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 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-OZHMz-UqRh7-zSzLV-fCZrW-OvuCQ | 11/11/6 | 79.7 | 1.12 | 2026-07-01 19:46:45 · 32m 18s | |
| CSGO-wEzqQ-QeEum-PqvUi-4wHj5-TVkTL | 7/15/5 | 38.4 | 0.58 | 2026-06-29 21:23:59 · 36m 6s | |
| CSGO-HDDuy-yqim7-dSRTu-mmW2p-nrXwP | 19/9/1 | 102.1 | 1.58 | 2026-06-29 20:46:44 · 30m 32s | |
| CSGO-q5Oan-bmviH-x4hML-6y4Hh-htRBD | 16/15/7 | 74.0 | 1.09 | 2026-06-27 19:45:12 · 36m 52s |
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.