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
-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
-8.2%Peak single-match outcome anomaly 26.1/100 (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 1.41 across 5 of our matches (penalty scales above 1.4)
TeamDocks rating & ADR trend · last 5 analysed matches
| Match | Map | K/D/A | ADR | Rating | Datum |
|---|---|---|---|---|---|
| CSGO-82xWt-iyqnu-Oy2d6-pj3Vq-vhjTL | 9/9/1 | 38.1 | 0.84 | 2026-07-05 21:09:43 · 21m 27s | |
| CSGO-CBqc5-VfOv4-VPYob-mLyDb-rjNYE | 24/13/10 | 112.5 | 1.82 | 2026-07-05 09:02:40 · 31m 58s | |
| CSGO-Ly7GC-CwKSA-C73GC-CQjqz-5AnkP | 17/20/4 | 87.1 | 0.98 | 2026-07-04 16:56:26 · 38m 37s | |
| CSGO-yNbZB-fwyW3-PuQEj-nwKic-wup3B | 20/10/3 | 90.9 | 1.55 | 2026-07-03 08:09:51 · 26m 50s | |
| CSGO-c6GF7-em32d-VKjUb-TGUKQ-PRqmJ | 20/15/2 | 93.0 | 1.45 | 2026-07-03 07:36:50 · 28m 49s |
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.