76561198050152876
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
-8.4%Peak single-match outcome anomaly 8.9/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
4.3% 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 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-kHZ49-9rxhF-7RuLA-AEviG-Ry6SA | 6/13/3 | 36.2 | 0.42 | 2026-07-06 02:45:13 · 17m 51s | |
| CSGO-5uh2S-XQKbw-GLDTh-xv9vd-hFhCG | 16/14/5 | 80.9 | 1.13 | 2026-07-01 21:58:01 · 29m 51s | |
| CSGO-5zeU8-Hnynj-SvfGi-xAzKF-V9jbN | 15/8/2 | 77.4 | 1.33 | 2026-07-01 21:30:55 · 22m 58s | |
| CSGO-DkipB-2CNkJ-PUyFE-EYVcT-nwAAA | 9/14/5 | 51.9 | 0.82 | 2026-07-01 20:58:23 · 29m 38s |
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.