76561199248363159
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
+1%Account is 1+ years old
300h+ in CS2
2000h+ across the whole Steam library
3 or fewer games owned - typical of a fresh/bought account
5+ friends
round(level / 10), capped at +3
3+ badges owned
Inventory is private - can't verify
Our Own Match Data
-13.6%Peak single-match outcome anomaly 12.6/100 (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.
13.5% of kills through smoke (penalty scales above 8%)
3.8% of analyzed kills had the crosshair already tracking the target under 150ms before the shot, at 10m+ range (penalty scales above 2.5%)
TeamDocks rating & ADR trend · last 2 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-vJzSw-G2EDz-TaV24-FQsnA-QKD7K | 19/16/5 | 82.9 | 1.26 | 2026-06-25 17:55:08 · 36m 10s | |
| CSGO-4ZEpF-hDsYF-xbCCs-E4TRH-fxF4C | 14/17/6 | 58.1 | 1.01 | 2026-06-13 16:20:08 · 31m 21s |
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.