76561199289752356
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
0%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
-2.7%Peak single-match outcome anomaly 11.8/100 (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-eAiy2-uJDi5-tMRVs-dGUSO-qaChP | 7/15/1 | 57.0 | 0.49 | 2026-07-01 22:45:14 · 27m 28s | |
| CSGO-F8MaG-jWoKe-cPvGG-TCWXD-4cEZG | 20/16/9 | 103.1 | 1.39 | 2026-07-01 21:55:36 · 34m 51s | |
| CSGO-NSZn3-Y7u9C-Vkahd-rnYc5-GfNHA | 11/17/6 | 64.6 | 0.81 | 2026-07-01 19:59:44 · 36m 6s | |
| CSGO-EEEf6-2uJyh-hiNtK-xosJ4-kLzkG | 6/19/4 | 38.9 | 0.35 | 2026-06-23 16:18:32 · 32m 13s |
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.