76561199207451398
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 3 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
+11%Account is 1+ years old
300h+ in CS2
2000h+ across the whole Steam library
10+ games owned - real library
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Cross-Platform Consistency
-5%FACEIT level 9 (6+) but no FACEIT match in 180+ days while still active elsewhere
Our Own Match Data
-2%Peak single-match outcome anomaly 7.2/100 (rating/ADR/KD/HS% combined) — above the network average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak. Dampened — only 3 of this player's matches analyzed so far, so this is provisional.
9.1% of kills through smoke (penalty scales above 8%)
TeamDocks rating & ADR trend · last 3 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-zfdcu-hWrte-JTTsK-E3jCt-oCi5P | 10/11/4 | 84.6 | 0.98 | 2026-06-15 16:51:39 · 20m 10s | |
| CSGO-bzsax-ii88L-B6fVS-GUSBa-wZ7nM | 8/14/3 | 64.0 | 0.62 | 2026-06-14 13:48:25 · 28m 57s | |
| CSGO-hdLd4-mTA6t-Okoiw-P4iJC-7JxbE | 15/16/4 | 73.9 | 0.98 | 2026-06-14 13:02:28 · 43m 27s |
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.