Wallbang/smoke/distance signals need at least 2 of this player's matches processed with kill-level analysis - will fill in as more of their matches get analyzed.
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
+7%Account is 1+ years old
100-300h in CS2
200-2000h across the whole Steam library
10+ games owned - real library
5+ friends
round(level / 10), capped at +3
3+ badges owned
Ban History
-25%Base penalty -25%, full weight (ban < 1 year old)
Our Own Match Data
-9.4%Peak single-match outcome anomaly 33.8/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak. Dampened — only 1 of this player's matches analyzed so far, so this is provisional.
3.3% of analyzed kills had the crosshair already tracking the target under 150ms before the shot, at 10m+ range (penalty scales above 2.5%)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-WqAHQ-qEtNv-kN2xA-Q5bVe-V5UrC | 30/14/6 | 117.7 | 1.78 | 2026-06-24 15:22:34 · 40m 50s |
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.