Parsertimev3 docs
Profile

Positioning

The Positioning card summarizes a player's spatial habits across their recent maps, distilling thousands of position samples into a handful of readable numbers. Where most profile stats answer "how much?", these answer "where?" and "how close?", which is often what separates a good fight from a lost one.

You'll find the card in the Overview tab of a player profile.

Positioning stats are computed only from maps that carry positional data, which is available on paid plans (Basic and Premium). Older scrims that were parsed before positional data support was added do not contribute. If a metric doesn't have enough data, it shows a dash (—) instead of a number, and the card shows an empty state until at least one scrim with coordinate tracking is uploaded.

Metrics

Each metric is averaged across every qualifying map in the selected timeframe. A metric only appears once it has enough samples to be meaningful (at least five qualifying events on a map, and only when positional data covers at least half of the relevant events), so a dash means "not enough data yet", not "zero".

Avg Engagement Distance

The average straight-line distance, in meters, between you and your target at the moment you secured a final blow. It's measured in 3D, so height differences count toward the distance.

  • Higher values mean you tend to fight from range, picking targets before they close in.
  • Lower values mean you fight up close. For a flanker or brawler that's expected, but for a hero meant to hold distance it can signal over-extending into the enemy.

High Ground Kill %

The share of your kills taken while you held a clear height advantage over the victim — specifically, kills where you were at least 5 meters higher than the player you eliminated. The 5-meter floor is deliberately conservative: it ignores small bumps, stairs, and gentle slopes so that only a genuine high-ground position counts.

  • Higher values mean you consistently win fights from high ground, which is one of the strongest positional advantages in the game.
  • Lower values suggest you're fighting on even or low ground more often than you could be. Compare against your heatmap to see whether you're using the map's high-ground routes.

Isolation Death %

The share of your deaths that happened with no teammate within 15 meters — roughly "close enough to peel for you." A death only counts here if at least one teammate's position could be located at the moment you died, so it reflects genuinely getting caught out rather than gaps in the data.

  • Higher values mean you're getting caught out alone, the classic sign of pushing too far ahead or peeling away from your support at the wrong time.
  • Lower values mean you tend to die in contested fights with your team around you, which is far more recoverable.

Fight Start Spread

Your average distance to your teammates at the moment each fight begins, averaged across fights, a measure of how grouped your team is when the action starts. A fight only counts toward this number when you and at least two teammates can be located at its start, so it reflects real team shape rather than a single straggler.

  • Higher values mean you're starting fights spread out, which can leave you out of range to support each other.
  • Lower values mean you're entering fights as a unit. The "right" number depends on your comp, but a consistently large spread is worth a conversation with your team.

How to Use It

Read these together rather than in isolation. A high Avg Engagement Distance paired with a low Isolation Death % suggests disciplined, patient play. A low engagement distance with a high isolation rate is the profile of a player who dives in and gets punished for it. Once a number stands out, jump to the replay viewer or heatmap for the maps in question to see the actual positioning behind it. For how these spatial figures trend over time, see the spatial entries on stat fluctuation cards.

These positioning metrics are defined the same way at every level, so a single map, a player's season-long profile, and the team's Positional tab all measure them identically. That consistency is what makes the comparison meaningful: you can hold a player's number on one map against their own average over the timeframe, or against the team's average, and know you're comparing like with like rather than two metrics that happen to share a name.

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