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
-3.6%Peak single-match outcome anomaly 13.9/100 (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
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-4VWen-D4Ucj-b3C5E-RmQAA-aKV5F | 14/15/4 | 84.2 | 1.03 | 2026-07-01 11:01:34 · 30m 46s | |
| CSGO-mMdQd-8bPaR-SwnDV-Tj85V-7Qh8E | 10/18/4 | 58.6 | 0.62 | 2026-06-26 19:41:40 · 36m 4s | |
| CSGO-CUDct-SGexx-Xexyj-yhfir-JiRFE | 11/4/6 | 60.4 | 1.33 | 2026-06-25 16:11:13 · 27m 29s | |
| CSGO-qEmHK-eyKXd-wUARK-iH8ib-Y6TvD | 16/17/4 | 78.2 | 1.01 | 2026-06-21 19:38:09 · 41m 14s |
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.