76561198234218764
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
-2.4%Peak single-match outcome anomaly 11/100 (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-HhWzu-bQyRw-U7OAu-rYM3e-94n6J | 13/13/5 | 63.9 | 1.05 | 2026-07-02 19:57:44 · 28m 59s | |
| CSGO-HPVuc-u2dKL-DOe6Q-vGXER-tadyC | 11/7/6 | 80.6 | 1.34 | 2026-06-28 20:05:14 · 29m 24s | |
| CSGO-eMV8E-4OXoC-h9HJd-jNqQJ-LTBtG | 13/15/5 | 61.9 | 0.96 | 2026-06-26 21:41:39 · 34m 32s | |
| CSGO-7cciW-ERm5w-MCVMe-oQtqx-cW9LK | 15/10/4 | 88.9 | 1.33 | 2026-06-23 19:18:21 · 30m 46s |
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.