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
-12%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)
Friends list is private - can't verify
Inventory is private - can't verify
Our Own Match Data
-15.3%Peak single-match outcome anomaly 20.5/100 (rating/ADR/KD/HS% combined) — well above average of all analyzed performances. Confirmed-banned cheaters average ~2.3x the network's typical peak.
4.9% 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 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-KrTZm-ZDO8K-wdppr-UboY6-wyTaK | 26/16/5 | 110.9 | 1.65 | 2026-07-03 18:20:34 · 34m 21s | |
| CSGO-PaYYE-r7qi4-RZNes-kVaT6-qVSFE | 14/11/7 | 71.2 | 1.26 | 2026-06-29 17:02:09 · 30m 35s | |
| CSGO-TtkG6-p8pAb-fzAvu-EcxQQ-XwJ5O | 16/17/5 | 88.1 | 1.08 | 2026-06-28 15:37:27 · 31m 54s | |
| CSGO-c3O89-AALvk-6DMXZ-8CPd9-mUNMB | 25/17/5 | 110.5 | 1.61 | 2026-06-26 16:31:12 · 35m 26s |
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.