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
-5.7%Peak single-match outcome anomaly 13.6/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
5% of kills through walls across 4 analyzed matches (penalty scales above 4%)
8.3% of kills through smoke (penalty scales above 8%)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-NCjo7-WBpQ4-b55mG-ZD2zL-do9aC | 14/9/6 | 97.5 | 1.44 | 2026-07-04 15:24:33 · 27m 33s | |
| CSGO-96mCz-cH4W4-PrOjn-upNqC-jJGrL | 7/16/6 | 49.8 | 0.55 | 2026-07-04 14:29:56 · 30m 31s | |
| CSGO-nNtj6-MZv3f-QZ3UZ-jEKpd-sY2tJ | 24/18/9 | 100.5 | 1.38 | 2026-06-24 22:01:56 · 49m 38s | |
| CSGO-ZrAvi-H4Rb2-RHYkt-pKBx2-6ePNN | 15/14/5 | 82.9 | 1.06 | 2026-06-24 21:20:43 · 36m 55s |
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.