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
-9%Peak single-match outcome anomaly 24.8/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
Avg K/D 1.53 across 4 of our matches (penalty scales above 1.4)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-uRMEN-R9TmS-MuFrq-Y8OB9-PKD7K | 25/16/9 | 123.8 | 1.72 | 2026-07-01 21:43:40 · 30m 26s | |
| CSGO-jkQTB-vqdpT-8NZnp-jZaBW-T6TvD | 34/23/4 | 107.6 | 1.64 | 2026-06-28 21:12:38 · 45m 43s | |
| CSGO-NL2ti-yf7mG-xOnip-jYajo-niyfF | 14/11/1 | 80.3 | 1.11 | 2026-06-28 20:43:57 · 25m 34s | |
| CSGO-XsrMb-5skaz-cppds-ASPya-c5LXL | 27/15/2 | 110.2 | 1.73 | 2026-06-26 20:16:50 · 38m 29s |
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.