76561198066118474
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
+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
-14.4%Peak single-match outcome anomaly 36.8/100 (rating/ADR/KD/HS% combined) — top few % of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
Avg K/D 1.65 across 4 of our matches (penalty scales above 1.4)
TeamDocks rating & ADR trend · last 4 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-KmiPL-JOrXL-ikKrK-YKyso-DXykG | 17/16/8 | 73.1 | 1.17 | 2026-07-03 22:44:34 · 40m 35s | |
| CSGO-ttXwE-jiH8M-jo3qd-bFYET-yGvjN | 13/15/5 | 60.1 | 0.95 | 2026-07-03 21:29:45 · 33m 32s | |
| CSGO-kdenw-On8ex-GUcd6-qQPDH-57wwQ | 10/12/3 | 51.9 | 0.81 | 2026-07-03 20:48:50 · 35m 36s | |
| CSGO-vmCsF-bnfpP-aGnok-CSoqe-DQbEC | 23/6/4 | 104.0 | 1.95 | 2026-06-09 20:39:33 · 31m 2s |
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.