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
-12.4%Peak single-match outcome anomaly 28.3/100 (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 1.57 across 4 of our matches (penalty scales above 1.4)
4.9% of kills through walls across 4 analyzed matches (penalty scales above 4%)
TeamDocks rating & ADR trend · last 4 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-28Cj9-cTQ7M-sciJS-E26qB-zKkXM | 25/17/4 | 104.5 | 1.64 | 2026-07-04 19:24:27 · 35m 44s | |
| CSGO-HqC8w-XVRDV-Kz66V-x8Qp8-dAoQD | 31/14/2 | 110.0 | 1.83 | 2026-07-03 18:42:32 · 36m 26s | |
| CSGO-trEih-4pxJA-Q4yFy-PDjjs-FCHSQ | 27/19/4 | 126.4 | 1.61 | 2026-07-02 18:56:40 · 37m 5s | |
| CSGO-styay-B3zqd-YBhxB-QxWBo-M4R4M | 19/16/1 | 108.0 | 1.29 | 2026-06-25 17:47:39 · 26m 35s |
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.