76561199206981476
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
-5%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)
Friends list is private - can't verify
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-10.9%Peak single-match outcome anomaly 27/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
5.2% of kills through walls across 4 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 3 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-6T7NY-v5Td6-zBjtz-qyi7x-bBnUE | 9/19/7 | 51.7 | 0.55 | 2026-07-04 19:26:04 · 42m 35s | |
| CSGO-Qpn6O-JGwtc-44epK-ByqXV-y68CH | 10/18/5 | 60.1 | 0.69 | 2026-07-02 16:36:14 · 27m 59s | |
| CSGO-vvOAG-xUaoK-U4oZS-wnRUM-qc6uC | 14/18/5 | 80.5 | 0.89 | 2026-06-23 20:54:47 · 29m 54s |
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.