76561198114236530
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
Our Own Match Data
-1.1%Peak single-match outcome anomaly 7.7/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
TeamDocks rating & ADR trend · last 4 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-CmhT5-i5DO3-nHhaE-ewFcv-9ML9P | 14/18/5 | 77.2 | 0.97 | 2026-07-03 19:35:09 · 37m 51s | |
| CSGO-eTUZk-sEKzM-2vTcN-hkyo5-Wz23L | 8/15/3 | 53.7 | 0.57 | 2026-07-03 19:06:49 · 23m 10s | |
| CSGO-i8YZh-r4wmh-iuGMf-2wTzT-3vKjC | 12/9/2 | 72.3 | 1.26 | 2026-07-03 18:38:26 · 22m 33s | |
| CSGO-6EYoe-2hAHA-3dUmn-5VsyZ-NP7rN | 18/20/10 | 90.3 | 1.18 | 2026-07-03 18:00:00 · 36m 27s |
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.