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 3 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
-5.4%Peak single-match outcome anomaly 9.1/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak. Dampened — only 3 of this player's matches analyzed so far, so this is provisional.
6% of kills through walls across 3 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-ymLDk-bkJEj-2ufFX-yVNmw-krhGH | 13/9/1 | 85.6 | 1.20 | 2026-07-03 17:19:01 · 12m 25s | |
| CSGO-vR8Bu-PJ7to-2r2Bj-BnmNu-ohtnC | 19/13/4 | 84.8 | 1.40 | 2026-07-01 21:36:41 · 37m 5s | |
| CSGO-Nu4Zu-DP2mE-4SNbe-nSyCm-dhLfN | 18/19/9 | 90.0 | 1.13 | 2026-07-01 20:28:46 · 46m 42s | |
| CSGO-HfYXO-oEvA8-BrdRj-DfPqV-eZhzO | 13/14/1 | 62.9 | 0.92 | 2026-07-01 19:50:36 · 26m 36s |
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.