76561199297765630
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.
Weighted across 8 measured dimensions; weights renormalize over whatever data we have.
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
+13%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
Our Own Match Data
-6.6%Peak single-match outcome anomaly 21.7/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
TeamDocks rating & ADR trend · last 5 analysed matches
Aim profile (Ø %)
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-QbbYm-NG6vN-3Wn2U-X8ONj-wDe4D | 16/15/6 | 86.3 | 1.19 | 2026-07-06 19:56:14 · 34m 8s | |
| CSGO-7iRmX-B4kVV-LDqoi-EVeTs-qrzED | de_warden |
20/20/7 | 84.8 | 1.06 | 2026-07-04 21:21:48 · 39m 26s |
| CSGO-LXBKm-67TJU-UihMV-A8ttW-f6KbM | 12/14/1 | 65.6 | 0.85 | 2026-06-29 19:58:41 · 33m 13s | |
| CSGO-zD8yd-rYYzf-fOJ6F-CJAio-u4XbD | 10/18/6 | 66.6 | 0.69 | 2026-06-25 21:20:05 · 34m 58s | |
| CSGO-PJVnV-CevXw-HR5ON-9N6Qw-vzYUN | 18/8/5 | 87.6 | 1.67 | 2026-06-14 18:26:40 · 20m 19s |
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.