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.
Weighted across 8 measured dimensions; weights renormalize over whatever data we have.
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
-6.7%Peak single-match outcome anomaly 22/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
TeamDocks rating & ADR trend · last 6 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-77ZRM-NannP-HsDPM-yF3C4-2zYUN | 15/13/4 | 71.9 | 1.08 | 2026-06-26 23:40:27 · 31m 20s | |
| CSGO-M63Xm-zN6rw-eDxYx-ci9oe-wsvoO | 13/15/5 | 61.4 | 0.96 | 2026-06-26 22:59:30 · 30m 52s | |
| CSGO-4VD7T-QOVUK-Vr4Sc-vcPbn-ehRVP | 9/15/3 | 43.2 | 0.65 | 2026-06-13 21:32:34 · 29m 53s | |
| CSGO-LRt4X-QGY3k-z8uz3-zs2uX-KwiWA | 18/11/4 | 73.4 | 1.37 | 2026-06-13 20:43:11 · 39m 36s | |
| CSGO-BU4qF-jcitR-MACDP-SdEn7-Pe84E | 10/16/6 | 56.3 | 0.73 | 2026-06-08 19:57:02 · 44m 9s | |
| CSGO-VRE3R-ovidR-SsDXR-RFWK5-AMFFN | 17/8/4 | 101.1 | 1.71 | 2026-06-07 20:42:01 · 34m 7s |
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.