76561198164215425
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
-1.4%Peak single-match outcome anomaly 8.4/100 (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-TptQo-Ttwif-jeuM5-jqYnc-8EAkE | 11/10/10 | 80.4 | 1.28 | 2026-07-05 12:07:02 · 27m 54s | |
| CSGO-NYHpm-w2DAQ-DObXO-eGuNS-MQCmQ | 11/14/5 | 87.4 | 1.05 | 2026-07-04 17:59:32 · 21m 25s | |
| CSGO-H9TGD-Z9rqM-YbKKy-ZUQ6n-HOH8D | 5/15/3 | 40.1 | 0.29 | 2026-06-18 21:02:12 · 23m 20s | |
| CSGO-8NEq5-vZnBk-34tGn-KwpNN-ExFKO | 16/16/2 | 86.0 | 1.08 | 2026-06-18 19:47:55 · 29m 45s |
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.