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.
Weighted across 8 measured dimensions; weights renormalize over whatever data we have.
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
-8.1%Peak single-match outcome anomaly 7.8/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
7.5% of kills through walls across 5 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 5 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-fwjWi-DDUEG-JAtXr-PvQ9Q-McXTB | 9/12/2 | 54.8 | 0.70 | 2026-06-15 17:51:33 · 27m 14s | |
| CSGO-jeT57-iYzYf-YzeRj-oqw8d-U5O3A | 4/16/3 | 49.5 | 0.24 | 2026-06-15 01:53:52 · 27m 27s | |
| CSGO-Cek8Z-CWcFO-ZLRTZ-4jykK-tncFO | 18/20/10 | 77.0 | 1.04 | 2026-06-15 00:40:15 · 51m 7s | |
| CSGO-iMkoZ-MYPmj-8xEOS-imKKC-7TQ7B | 9/17/2 | 48.8 | 0.49 | 2026-06-15 00:03:16 · 29m 40s | |
| CSGO-hZszu-ceAkS-pFPPd-iGBf6-2VkDA | 13/9/2 | 73.4 | 1.19 | 2026-06-14 23:23:13 · 29m 33s |
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.