76561199117498100
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
-2%Account is 1+ years old
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)
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-1.4%Peak single-match outcome anomaly 8.4/100 (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-NxjDG-iorAN-NXqkr-pV8qc-4YKsE | 2/13/0 | 13.8 | -0.13 | 2026-07-06 06:56:26 · 15m 54s | |
| CSGO-CBpoM-VERhN-cp5JY-Oav6r-iWRKF | 21/17/5 | 92.1 | 1.35 | 2026-07-06 04:37:44 · 39m 0s | |
| CSGO-dBrhJ-WCfT3-WD8zX-dxp86-GLSKF | 17/19/4 | 76.8 | 1.00 | 2026-06-29 07:39:52 · 33m 23s | |
| CSGO-OB8LB-6vdHK-oow33-DmC3j-wO8WB | 12/24/5 | 47.6 | 0.61 | 2026-06-28 04:49:22 · 49m 25s |
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.