76561198159058422
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 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
+13%Account is 1+ years old
300h+ in CS2
2000h+ across the whole Steam library
10+ games owned - real library
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Cross-Platform Consistency
-12%FACEIT level 3 or under but Premier 20,000+ - low FACEIT rank despite elite Premier rating
Our Own Match Data
-3.4%3.4% of analyzed kills had the crosshair already tracking the target under 150ms before the shot, at 10m+ range (penalty scales above 2.5%)
TeamDocks rating & ADR trend · last 3 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-BjYSZ-ZxoTp-xTsjp-RTppv-7BLwF | 2/8/6 | 38.1 | 0.62 | 2026-06-30 07:25:12 · 20m 58s | |
| CSGO-Nruto-Qod5n-HX6qH-4wGvi-kOijD | 7/16/3 | 61.3 | 0.49 | 2026-06-30 06:51:44 · 23m 45s | |
| CSGO-ViWHV-tKoTi-W9iUr-nBfjJ-CSWsO | 20/20/2 | 67.5 | 1.08 | 2026-06-16 10:12:26 · 44m 42s |
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.