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
-22%100-300h in CS2
Under 200h across the whole Steam library
3 or fewer games owned - typical of a fresh/bought account
Friends list is private - can't verify
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-9%Peak single-match outcome anomaly 28.6/100 (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-bTuvO-Gkj4D-zCFis-B9Wq3-VUPRO | 18/14/2 | 93.8 | 1.30 | 2026-07-03 18:33:58 · 29m 2s | |
| CSGO-XCjuV-RH9aM-3fPw2-267Tx-wfdZH | 23/16/1 | 78.5 | 1.31 | 2026-07-02 18:55:29 · 39m 17s | |
| CSGO-FaKYZ-Rx9O3-xLbif-ncQ4G-Ry6SA | 14/10/3 | 72.2 | 1.24 | 2026-07-02 18:25:07 · 27m 25s | |
| CSGO-8ResP-EZZBp-ezsGN-bSTOc-LFzQN | 16/17/3 | 69.6 | 1.08 | 2026-07-01 18:10:23 · 30m 22s | |
| CSGO-TdQWN-ck6Jf-4dxNp-QuzCZ-8krFF | 25/13/10 | 130.8 | 1.73 | 2026-06-29 21:38:21 · 32m 40s | |
| CSGO-FUd5A-jSYqW-V9mF3-P8Osc-D6syM | 15/14/3 | 75.8 | 1.03 | 2026-06-29 20:53:51 · 37m 31s |
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.