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
-1.9%Peak single-match outcome anomaly 9.7/100 (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 6 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-MchWE-5x8zE-Epdze-tPGzd-PupJN | 26/20/4 | 79.0 | 1.26 | 2026-06-22 20:11:01 · 45m 38s | |
| CSGO-kFaSA-evuWP-zPZb8-nMzi4-wLPYE | 13/17/8 | 86.6 | 1.07 | 2026-06-22 19:31:26 · 36m 54s | |
| CSGO-HYByP-7XVzY-JoKn4-ZQhRe-5OxDK | 14/21/3 | 55.9 | 0.78 | 2026-06-19 22:55:20 · 37m 34s | |
| CSGO-LSKrM-dYKYi-ziej7-vYZuk-AEVjM | 15/16/4 | 79.2 | 1.14 | 2026-06-19 22:22:57 · 28m 26s | |
| CSGO-fHEv3-KaJWd-s4i3v-CZqZ9-LdNEL | 16/24/5 | 46.8 | 0.70 | 2026-06-19 21:22:24 · 49m 5s | |
| CSGO-jSqSP-YVk8X-kO7MY-E8PcK-CxhaB | 18/17/3 | 78.1 | 1.19 | 2026-06-19 20:44:08 · 35m 19s |
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.