76561198081069106
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%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
Profile is private - signals can't be verified
Combined 'can't verify' penalties from private profile/inventory/hours/friends totalled -22%. Being private is a weak signal, not evidence - capped at -12% so privacy alone can't push a clean account out of the Trusted band.
TeamDocks rating & ADR trend · last 4 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-sHR9E-pG2qT-nOf7J-rkNyL-hJQBD | 9/17/2 | 47.0 | 0.58 | 2026-06-27 00:12:33 · 35m 13s | |
| CSGO-YbQLu-oXsG6-rkTcz-GxXcE-YJxsP | 12/23/4 | 49.3 | 0.63 | 2026-06-26 23:14:32 · 48m 10s | |
| CSGO-7QuX6-JVDT4-tHOZU-Nn9Qk-uXNtQ | 17/15/2 | 71.0 | 1.10 | 2026-06-26 22:19:05 · 40m 59s | |
| CSGO-hxt5B-ss8NG-Yp8MN-J7Pzb-KQM6H | 19/16/2 | 75.8 | 1.13 | 2026-06-25 18:22:25 · 36m 35s |
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.