76561198144408338
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
-1%Account is 1+ years old
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)
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-4.4%Peak single-match outcome anomaly 9.6/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
Avg K/D 1.66 across 4 of our matches (penalty scales above 1.4)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-6pLBh-tXOty-FhamD-6mtc6-VzZAB | 17/12/4 | 85.6 | 1.33 | 2026-07-02 17:58:44 · 34m 26s | |
| CSGO-y6yem-6CUBy-tGz2j-AscRi-6i8LK | 10/3/2 | 117.3 | 2.07 | 2026-06-27 21:03:19 · 12m 12s | |
| CSGO-88LCi-paWSS-YLpBn-WUQMi-ZOQmH | 12/13/5 | 67.0 | 1.06 | 2026-06-27 20:28:12 · 29m 37s | |
| CSGO-wvzAk-pHqOq-3RabM-9O5UM-ZHsyM | 22/23/9 | 79.0 | 1.08 | 2026-06-23 18:51:56 · 47m 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.