Match Analysis
Every finished match is parsed down to the tick, which means the match page is a lot more than a scoreboard. This is what's in there, and where to find it.
The match page
Across the top: the scoreline with both lineups, a round-by-round strip showing survivors and the win reason for each round, and an auto-playing highlight queue ("Up Next") ranked by multikill for that match.
Below that, an analysis tab for each way of looking at the game. Use the map filter to look at one map or the whole series.
Scoreboard
The scoreboard has five lenses, switchable without leaving the tab:
| Lens | What it shows |
|---|---|
| General | Rating, K/D/A, ADR, KAST, HS%, and the usual headline columns |
| Aim | Accuracy, spotted accuracy, crosshair placement, reaction, counter-strafing |
| Trades | Trade kills, traded deaths, and how often deaths were traded |
| Utility | Flash assists, enemies blinded, utility damage, nade counts |
| Opening Duels | First-fight wins, losses, attempts, and traded deaths |
Filter the whole scoreboard by side (T / CT / All), and configure which columns you care about, your column set is remembered.
Economy
A round economy timeline of each team's start-of-round money across the map, annotated with who won each round, so eco calls, force-buys, and broken economies are visible at a glance.
Alongside it, the Buy Type Breakdown classifies every round into pistol / eco / force / full and reports win rate across six matchups:
Pistol v Pistol · Full v Full · Full v Eco · Full v Force · Eco v Full · Force v Full
Clutches
Every 1vX situation in the match, won, lost, and saved, broken out by how many opponents were left, with total kills in clutch rounds.
Head to Head
A matrix of who killed whom, and how often. Open any pairing to see the damage traded, which weapons each player used against the other, and flashes thrown on each other.
Roles
Roles are auto-detected per match from AWP usage, opening-duel involvement, and utility output: Sniper, Entry, Support, Lurker, Rifler, with the signals behind each detection shown.
Map Analysis
Positional analysis rendered over the map radar, in two modes:
Heatmap, plot kills, deaths, utility, or utility damage, rendered as a true heat intensity or as individual dots. Filter by side, player, round window, and utility type (HE / Molotov / Smoke / Flash / Decoy), and draw grenade trajectories rather than just detonation points.
Paths, aggregated movement paths for the opening seconds of rounds, filtered by side, team, and player, so you can see setups and default positions rather than guessing at them.
From either mode you can jump straight into 2D playback or the 3D replay.
Team stats
A per-team KPI panel with round win %, pistol win %, opening win %, trade %, 5v5 and 4v5 win rates, UDR, and flash assists per round, split by CT and T side, plus the team's buy mix and rounds won from each buy type.
Player profiles
A player profile is the same depth, aggregated over time. Six tabs:
- Performance: the Performance Rating breakdown, focus areas, and consistency.
- Breakdown: headline metric cards with sparklines and recent-form trend.
- ELO: a dated Elo progression chart with per-match deltas, plus current, peak, and lowest.
- Maps: career performance per map with T and CT side splits, win rate, rating, ADR, K/D, and UDR.
- Arsenal: per-weapon kills, ADR, KPR, rating, and an economy rating that adjusts for buy cost, so frags with cheap weapons rate higher.
- Combat: career opening duels (win %, attempts, opening K/D, how often you were traded when opened) and clutches, broken down by map.
Plugins can contribute additional profile tabs, see 5Stack Plugin Development.
Everything on the profile respects the same filters: source (5Stack vs. imported), provider (Valve / FACEIT), game mode, time window (L30 / 7D / 30D / 90D / 1Y / All / season or a custom range), role, and an exclude tournaments toggle. A percentile rank badge and recent win/loss strip sit up top, and you can pin another player to compare.
Team analytics
Team pages carry two things you won't find in most panels.
Veto tendencies
Map Preference & Veto Tendencies, how a team actually approaches the veto, built from its recorded map vetos: most banned, most picked, its comfort map, and per-map counts for played, win %, banned, picked, first ban, first pick, and decider.
Veto simulator
Pick an opponent and Veto Simulation estimates the likely veto outcome from both teams' histories: per-map ban likelihood, pick likelihood, play likelihood, and predicted win %, with the number of veto records behind each side shown so you know how much to trust it.
It's an estimate derived from historical tendencies, not a guarantee, the app says so too, but for prep it beats a whiteboard.
Where the data comes from
All of this is computed from the parsed demo, which means it works the same for matches played on your servers and for imported Valve, FACEIT, or manually uploaded demos.