76561199385821280
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
+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
Our Own Match Data
-24.4%Peak single-match outcome anomaly 29.2/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
Avg K/D 1.74 across 4 of our matches (penalty scales above 1.4)
18.8% of kills through smoke (penalty scales above 8%)
3.5% 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 3 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-UskFi-3otwD-2KhYx-MvcSr-vWHzN | 16/7/5 | 92.5 | 1.85 | 2026-06-16 21:28:45 · 13m 26s | |
| CSGO-OCwqz-7oKQR-BkAzr-dCGp9-upNAK | 31/17/8 | 105.2 | 1.67 | 2026-06-16 20:35:47 · 49m 37s | |
| CSGO-Pb2Qk-CYEU7-7aSBW-x7ZtR-d7xbE | 19/12/10 | 118.9 | 1.69 | 2026-06-13 15:32:04 · 32m 3s |
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.