Player Scouting
Player Scouting lives at /faceit/player. You search for a FACEIT player
by name and open a profile built around one question: how dangerous is this
player, and where? The centerpiece is FSR — the FACEIT Skill Rating — which
gives you a single, peer-relative read on their skill.
FACEIT Scouting is a premium feature, gated behind a feature flag, and may not be available on every account.
Finding a player
The search page is a single search box. Type a player name and a list of matches appears, each row showing the nickname and how many tracked matches the player has; players without enough rated data are marked unrated. Pick one to open the profile. You can also reach a player profile directly from a team's roster or match history.
Reading the profile
Header
The top of the page shows the player's nickname, their Battle Tag if known, and a strip of identity facts:
- Region — the player's FACEIT region.
- FACEIT level — their Overwatch 2 skill level on FACEIT, if available.
- Verified — whether the player's account is verified (Yes/No).
Threat assessment
A scouting brief that condenses the rest of the page into a quick read. On one side sits the headline FSR for the player's primary role, the tier it is anchored to, and a percentile line — "Better than X% of [tier] [role] players." On the other side is a short list of insights:
- Threatens with — the stats they are strongest at versus peers, with how many standard deviations (z-score) above the peer average.
- Exploit — the stats they are weakest at, where you can pressure them.
- Strongest and weakest map — by their own win rate.
- Tracked record — their win–loss across tracked matches.
If a player does not have enough rated maps for an FSR yet, this section says Unrated and notes that the map and match history below still apply.
FSR in depth
FSR (FACEIT Skill Rating) estimates individual skill from in-game stats, not from wins and losses, on a 1–5000 scale. The goal is to answer "how good is this player for their role and tier?" rather than "did their team win?"
Built per role, anchored per tier
FSR is computed separately for each role (Tank, Damage, Support) and each tier (Open, Advanced, Expert, Masters, OWCS). For every tier-and-role combination, Parsertime builds a baseline from the players who actually play there: the average and spread of each tracked stat, measured per 10 minutes.
A player's own per-10 stats are then turned into z-scores against that baseline — how many standard deviations above or below the peer average they sit on each stat. Because the comparison is always within the same tier and role, a Support is judged against other Supports at their level, never against Tanks or against the whole ladder.
What goes into the number
Each role weights the stats that matter for it. For example:
- Damage leans on eliminations and final blows, with damage dealt, low deaths, and solo kills behind them.
- Tank leans on low deaths and damage mitigated, alongside eliminations, solo kills, and damage.
- Support leans heavily on healing and low deaths, with damage, eliminations, and assists behind them.
Deaths are inverted — fewer is better. The weighted z-scores are summed into a composite, that composite is converted onto the FSR scale, and the result is anchored to the tier's baseline rating. Each tier has its own anchor — roughly 2500 at Open rising through to about 3850 at OWCS — so the tier sets the floor the rating is built on and the peer comparison decides how far above or below it the player lands. In short, a player's FSR is "their tier's level, plus or minus how far their output sits from their tier peers."
This is why two players with similar-looking stats can have very different FSRs: the one playing at a higher tier starts from a higher anchor and is being measured against tougher peers. It also means FSR is not a kill or damage leaderboard — a player can post big raw numbers in easy lobbies and still land mid-pack once those numbers are compared to peers at their level.
Recency, tier weighting, and sample size
A few adjustments keep the number honest:
- Recency-weighted — recent maps count for more than old ones (older maps fade on a roughly one-year half-life), so FSR tracks current form rather than a player's all-time peak.
- Tier-weighted — the headline FSR blends across every tier a player has competed in, weighting recent maps and higher tiers more heavily. A smurf with only Open maps stays anchored near the Open level and cannot out-rate a Masters regular, while strong recent play at a high tier pulls the headline up. The per-tier breakdown keeps the detail visible (for example "Open 4100, Expert 2900 — untested at the top").
- Sample-aware (shrinkage) — when a player has few maps in a tier, their rating is pulled toward the tier average until more data arrives, so a couple of hot games will not inflate a rating off a tiny sample. The fewer the maps, the harder the pull. A tier cell also needs a minimum number of maps before it is rated at all; below that, the player (or that tier/role slice) shows as unrated rather than as a noisy guess.
Reading FSR by role and tier
For a rated player, the profile shows FSR broken out per role and, within each role, per tier. Each role block carries a headline FSR, the number of maps behind it, and how many of those maps fell in the last 365 days. The per-tier table then shows the rating, map count, and percentile within that tier and role — the percentile is the most direct "how do they rank against their peers" figure on the page. The primary role is tagged.
A high FSR means the player's stat output is well above their tier peers for that role — respect them, and expect them to carry. A low or middling FSR means they look like a typical player for that level, or weaker — a place you can apply pressure. Because FSR is peer-relative, a high FSR at OWCS is a far stronger signal than the same number anchored at Open; always read the rating together with the tier it is anchored to.
Stat profile
A radar chart and a ranked list show each tracked stat as a z-score versus tier peers — the same numbers the threat assessment summarizes, laid out in full. Bars to the right of zero are strengths; bars to the left are weaknesses, and a stat only surfaces as a notable strength or weakness once it sits clearly above or below the peer average (not for small, noise-level gaps). Because the comparison is tier-specific, the chart defaults to the tier where the player has the most maps for that role — their most reliable read — and you can switch tiers to see how the same player compares against tougher or softer peers. This is where you see exactly what makes a player good or beatable.
Role usage, maps, history, and teams
- Role usage — the share of maps the player spent on each role, so you can tell a one-trick from a flex.
- Map win rates — win rate by map and by mode, rated rows first, thin samples flagged as low sample.
- Match history — a paginated table of tracked matches with result, team, opponent, tier, score, the role they played, and date. Teams link back to their profiles.
- Teams played for — every team the player has appeared on, with how many matches, linking to each team's profile.
How to use it
- Lead with the threat assessment. It tells you in a glance whether this player is a carry to respect or a soft spot to target, and which stats to play around.
- Read FSR with its tier. Anchor every rating to the level it was earned at before you decide how much to fear it.
- Use the stat profile to plan, not just rank. A Support bleeding z-score on deaths is a dive target; a Damage spiking on final blows is someone to peel for.
- Check role usage before committing a read. A high FSR on a role they rarely play matters less than a solid FSR on the role they always run.
- Follow the team links to see who they play with now, then prep the whole team on the Team Scouting page.
If something in a report looks wrong, let us know at help@parsertime.app or in Discord.