yak0lt · account 228120094 · 27 August 2026

Wave
Access

A record of 1,653 matches, and a close read of the 6 played since coming back. Every finding traces to one feedback loop in the model of Dota as a resource-throughput system. The detectors describe; recurrence across matches does the ranking, because one game is noise.

01 — The recordEleven years, thin at the ends

The account opened in April 2015. Almost all of it was played before the break, so the averages below describe a player who no longer exists. They are a baseline, not a target.

1,653matches
52.7%won
871–782record
45%
55%
54%
52%
0%
71%
201520162017201820202026

2,289 days of silence between 17 May 2020 and 24 August 2026. Everything before that gap is history; everything after it is the sample this report is actually about.

Career GPM530
Career XPM586
Last hits215
K / D / A10.8/9.6/12.5
Game length42min

The old pool

The eight heroes with the most games on the account, and how they did.

Anti-Mage
Anti-Mage109 games · 51%
Meepo
Meepo107 games · 63%
Alchemist
Alchemist93 games · 58%
Morphling
Morphling90 games · 59%
Ember Spirit
Ember Spirit88 games · 52%
Sven
Sven71 games · 65%
Invoker
Invoker70 games · 51%
Storm Spirit
Storm Spirit64 games · 61%

02 — The return6 games back

Aggregate shape of the games played since 24 August. Farm rate is the one number that beats the old career average; the percentile column says how it reads against every player on the same hero.

Won5of 6
Mean GPM538vs 530 career
Mean GPM percentilep57
Post-fight windows lost13of 57
Mean time dead9%

03 — BacklogWhat keeps happening

Every detector against every game, ordered by how many matches each pattern appears in. A block is a game the detector fired on, and the darker it is the further past its own threshold that game went. Open a row for what it means and the plan attached to it. The top row is the binding constraint, and it is the only one worth acting on until it stops appearing.

Run this one

It appears in 5 of the 6 matches, which makes it the binding constraint. Give it ten to twenty-five games before opening another.

Most of your deaths came with nobody around Being seen
When
you are about to walk up to a wave that is not on your own half of the river
Do
count the enemy heroes you can see on screen and on the minimap first, and clear it from maximum range or not at all when the count is under three
Rate
10 out of 10 waves outside your own half
Scored by
fights.solo_death, over the next 10 to 25 games
Razor24 Aug W
Razor24 Aug W
Silencer24 Aug W
Razor25 Aug W
Lifestealer25 Aug W
Razor26 Aug L
Being seen Most of your deaths came with nobody around 5×

Being seen, read directly. A death outside every recorded fight is one they found rather than won, which means the wave told them where you were before you got there.

Look at where you were standing in the ten seconds before each one.

Most of your deaths came with nobody around Being seen
When
you are about to walk up to a wave that is not on your own half of the river
Do
count the enemy heroes you can see on screen and on the minimap first, and clear it from maximum range or not at all when the count is under three
Rate
10 out of 10 waves outside your own half
Scored by
fights.solo_death, over the next 10 to 25 games
The engine No travel scroll on you 3×

The cheapest buffer in the game, and the only thing that turns a wave on the far side of the map into a wave you can take. Without one, the engine runs at walking speed.

The detector counts scrolls in the purchase log, not visits to base, so it reads one number: scrolls bought per ten minutes of the match.

No travel scroll on you The engine
When
you are standing on your own fountain or at your own shop
Do
buy a travel scroll before you move, every single time, including the times you think you already have one
Rate
at least one scroll bought per ten minutes of game, in 10 of the next 10 games
Scored by
fights.no_tp, over the next 10 to 25 games
Being seen One hero keeps finding you 2×

Being seen. A concentrated killer means they are predicting where you clear waves. This is a habit, not a fight problem.

Change where your next appearance happens, not how you fight.

One hero keeps finding you Being seen
When
the wave dies and you are still standing where you killed it
Do
leave in a different direction than the one you arrived from
Rate
9 out of 10 waves
Scored by
fights.repeat_killer, over the next 10 to 25 games
The engine Farm rate under the hero's own benchmark 1×

The engine lost its gain. Clear rate feeds gold, gold feeds strength, strength feeds clear rate, and the loop ran backwards.

Check the minute your first wave-clearing item finished.

Farm rate under the hero's own benchmark The engine
When
you finish a component and the shop is open
Do
buy toward the wave-access item before any survivability piece
Rate
the wave-access item lands before minute 25 in 8 of 10 games
Scored by
throughput.gpm_low, over the next 10 to 25 games
One map, two farms The enemy in your position farmed unopposed 1×

One map, two farms. Two engines share it, so a lane you never contest is a lane that pays them full price. Their percentile is the measure of how little the map cost them.

Check whether you ever took anything from their half of the river.

The enemy in your position farmed unopposed One map, two farms
When
an enemy core dies anywhere on the map and you can see it in the killfeed
Do
clear the two camps nearest you on their half of the river before you take anything on your own
Rate
7 of 10 enemy core deaths
Scored by
throughput.rival_unchecked, over the next 10 to 25 games
The tilt spiral Time spent dead 1×

The tilt spiral. Every second dead is a second the engine is off, and the respawn timer grows as the game goes.

Treat the buyback and the walk back as part of the cost of the fight.

Time spent dead The tilt spiral
When
you are about to commit to a fight after minute 25
Do
read your own respawn timer first, and fight from the back when it is over 40 seconds
Rate
10 out of 10 commitments
Scored by
fights.time_dead, over the next 10 to 25 games

04 — EvidenceMatch by match

The line under each match is your gold advantage across the game, drawn from your side. Flat is even, below the rule is behind. Open a match for its build, its bracket percentiles, the minutes after every fight, and the plans that follow from it.

Razor loss

Razor

26 Aug · 44 min · match id 8965374183
Mars against Mars at 617 gpm assumed role: Offlane
K / D / A4/12/15
GPM432
GPM, all bracketsp20
Last hits241
Post-fight windows lost4/11
Wave accessno itemnone of the six
Net gold, your team minus theirs, minute by minute. Furthest behind at -23,185 gold in minute 44. Spectre killed you 7 of 12 times. 6 findings

Wave access

Wave access is the moment your hero can kill a whole creep wave from outside its reach, without trading health for it. Before that moment every wave costs you time and position; after it, waves become gold at a rate that compounds. The clock below is a proxy for that moment: the first of six items to finish — Manta Style, Aghanim’s Scepter, Mjollnir, Radiance, Battle Fury, Maelstrom. Those six are the ones the corpus raises most often in wave-clearing context, which makes them a measure of what gets said rather than of what clears a wave. A hero whose spells already clear one crosses the threshold without buying anything on the list, and the proxy will miss it.

no item none of the six landed. Read it as a question rather than a verdict: either the waves were walked into all game, or this hero already cleared them with a spell

Arcane Boots 8:51Arcane Boots
Pipe of Insight 18:30Pipe of Insight
Ring of Tarrasque 18:30Ring of Tarrasque
Mekansm 23:35Mekansm
Guardian Greaves 28:44Guardian Greaves
Mithril Hammer 31:14Mithril Hammer
Black King Bar 40:26Black King Bar

Every item over 1400 gold, stamped with the clock time it finished. The ones ringed in teal are the six above.

The comparison against public games comes from OpenDota’s scenarios endpoint. It carries no rank filter, so it is every bracket rolled together rather than the players above you, and it counts games in seven coarse buckets that stop at minute 30. Read it as roughly where the timing sits, not as a rank.

Against the bracket

Each bar is where this game sits among games on this hero in your own bracket, not across every bracket, so it reads straighter than the all-bracket number on the card. The notch is the middle of that bracket. Nothing here is coloured for good or bad; a row marked ↓ is one where the small number is the good end. Lane efficiency 69%, position 3, teamfight participation 73%, 2 buybacks.

Gold per min432
p24
Last hits per min5.38
p47
XP per min537
p19
Hero damage per min574
p24
Tower damage94
p9
Deaths per min ↓0.27
p18

The five minutes that cost the most

Between 32:00 and 37:00, Mars earned 3,204 more gold than you — 917 a minute against your 276. This is the window your own earnings fell furthest behind the enemy in your position, which is the only gold comparison in this report that is about you rather than about all ten players.

Minute You earnedMars earnedDifference
32:00 – 33:00391414-23
33:00 – 34:00155935-780
34:00 – 35:00463707-244
35:00 – 36:002751,551-1,276
36:00 – 37:00100981-881

Explained: you were holding a base. 5 of your own buildings fell inside these five minutes. You were defending, not farming, and the gap is what defence costs. Nothing here is a clear-rate error, and the question worth asking is about the twenty minutes before it.

Where the five minutes went, from the replay position track: 80s dead; 82s in your base; 64s in your jungle; 52s in mid lane, your half, standing still for 52s of it and walking for 168s.

  1. 33:06Roshan died
  2. 33:54Magnus killed Zeus
  3. 34:08Spectre killed Magnus
  4. 34:50a fight opened and ran 38s, 3 heroes died in it
  5. 35:03Radiant tier 3 tower (bottom lane) fell
  6. 35:05Spectre killed Razor
  7. 35:07Mars killed Lion
  8. 35:13Spectre killed Earth Spirit
  9. 35:21Radiant ranged barracks (bottom lane) fell
  10. 35:27Radiant melee barracks (bottom lane) fell
  11. 35:40Mars killed Razor
  12. 36:55Radiant tier 3 tower (mid lane) fell
  13. 36:59Radiant ranged barracks (mid lane) fell

Teal is your team, ember is theirs, and your own name is marked. Places are approximate: the map is cut into bases, lanes, river and the two jungles, and the diagonal decides whose half you were on.

The minutes after each fight

Last hits taken by you on Razor and by Mars in the 3 minutes after each fight ends. This is loop R1 measured at the moment it usually leaks.

The verdict column reads last hits, not gold, on purpose. Gold in this window includes kills, assists and buildings, so a team that won the fight and kept fighting can show a fat gold rate having touched no wave at all — which is the exact leak this table exists to catch. The gold rate sits beside it because it says whether the map paid you, and the gap between the two numbers is the interesting part.

Mars is not their carry. It is the enemy OpenDota put in the same position as you (position 3), because the honest comparison is against whoever contests the same ground.

The fightWindow scoredYou, RazorMars
6:30 – 7:167:16 – 10:1615 lh
429 gpm
14 lh
521 gpm
held
12:29 – 13:0713:07 – 16:0711 lh
268 gpm
16 lh
446 gpm
held
14:52 – 15:3115:31 – 18:3115 lh
362 gpm
28 lh
755 gpm
lost
20:04 – 20:5220:52 – 23:5219 lh
640 gpm
22 lh
479 gpm
held
22:02 – 22:3522:35 – 25:3523 lh
545 gpm
24 lh
573 gpm
held
24:38 – 25:2925:29 – 28:296 lh
267 gpm
26 lh
761 gpm
lost
28:21 – 28:5928:59 – 31:5916 lh
599 gpm
16 lh
526 gpm
held
30:53 – 31:3231:32 – 34:3212 lh
377 gpm
32 lh
624 gpm
lost
34:50 – 35:2835:28 – 38:288 lh
516 gpm
27 lh
1,067 gpm
lost
37:19 – 38:0638:06 – 41:0625 lh
500 gpm
21 lh
647 gpm
held
42:51 – 44:0944:09 – 47:090 lh
0 gpm
0 lh
0 gpm
held

Who killed you

Spectre7Spectre
Invoker3Invoker
Mars1Mars
Shadow Shaman1Shadow Shaman

What to install

One trigger you can perceive, one action nobody else can move, one rate a detector can check. Run one at a time.

Most of your deaths came with nobody around Being seen
When
you are about to walk up to a wave that is not on your own half of the river
Do
count the enemy heroes you can see on screen and on the minimap first, and clear it from maximum range or not at all when the count is under three
Rate
10 out of 10 waves outside your own half
Scored by
fights.solo_death, over the next 10 to 25 games
No travel scroll on you The engine
When
you are standing on your own fountain or at your own shop
Do
buy a travel scroll before you move, every single time, including the times you think you already have one
Rate
at least one scroll bought per ten minutes of game, in 10 of the next 10 games
Scored by
fights.no_tp, over the next 10 to 25 games
One hero keeps finding you Being seen
When
the wave dies and you are still standing where you killed it
Do
leave in a different direction than the one you arrived from
Rate
9 out of 10 waves
Scored by
fights.repeat_killer, over the next 10 to 25 games
Farm rate under the hero's own benchmark The engine
When
you finish a component and the shop is open
Do
buy toward the wave-access item before any survivability piece
Rate
the wave-access item lands before minute 25 in 8 of 10 games
Scored by
throughput.gpm_low, over the next 10 to 25 games
The enemy in your position farmed unopposed One map, two farms
When
an enemy core dies anywhere on the map and you can see it in the killfeed
Do
clear the two camps nearest you on their half of the river before you take anything on your own
Rate
7 of 10 enemy core deaths
Scored by
throughput.rival_unchecked, over the next 10 to 25 games
Time spent dead The tilt spiral
When
you are about to commit to a fight after minute 25
Do
read your own respawn timer first, and fight from the back when it is over 40 seconds
Rate
10 out of 10 commitments
Scored by
fights.time_dead, over the next 10 to 25 games
Lifestealer win

Lifestealer

25 Aug · 42 min · match id 8963505378
Juggernaut against Juggernaut at 521 gpm assumed role: Safelane carry
K / D / A14/4/13
GPM692
GPM, all bracketsp70
Last hits317
Post-fight windows lost4/13
Wave access17:02Radiance
Net gold, your team minus theirs, minute by minute. Furthest behind at -5,100 gold in minute 29. 2 findings

Wave access

Wave access is the moment your hero can kill a whole creep wave from outside its reach, without trading health for it. Before that moment every wave costs you time and position; after it, waves become gold at a rate that compounds. The clock below is a proxy for that moment: the first of six items to finish — Manta Style, Aghanim’s Scepter, Mjollnir, Radiance, Battle Fury, Maelstrom. Those six are the ones the corpus raises most often in wave-clearing context, which makes them a measure of what gets said rather than of what clears a wave. A hero whose spells already clear one crosses the threshold without buying anything on the list, and the proxy will miss it.

RadianceRadiance at 17:02 the first of the six to finish. Of 1,673 public games that bought it on this hero, 26% bought it earlier than you

Phase Boots 5:19Phase Boots
Sacred Relic 13:24Sacred Relic
Sange 19:36Sange
Sange and Yasha 25:13Sange and Yasha
Yasha 25:13Yasha
Mithril Hammer 32:27Mithril Hammer
Skull Basher 32:50Skull Basher
Abyssal Blade 36:51Abyssal Blade
Hyperstone 40:10Hyperstone
Platemail 41:28Platemail
Assault Cuirass 41:50Assault Cuirass

Every item over 1400 gold, stamped with the clock time it finished. The ones ringed in teal are the six above.

The comparison against public games comes from OpenDota’s scenarios endpoint. It carries no rank filter, so it is every bracket rolled together rather than the players above you, and it counts games in seven coarse buckets that stop at minute 30. Read it as roughly where the timing sits, not as a rank.

Against the bracket

Each bar is where this game sits among games on this hero in your own bracket, not across every bracket, so it reads straighter than the all-bracket number on the card. The notch is the middle of that bracket. Nothing here is coloured for good or bad; a row marked ↓ is one where the small number is the good end. Lane efficiency 69%, position 1, teamfight participation 55%, 0 buybacks.

Gold per min692
p83
Last hits per min7.55
p63
XP per min979
p74
Hero damage per min900
p78
Tower damage10,947
p80
Deaths per min ↓0.10
p68

The five minutes that cost the most

Between 20:00 and 25:00, Juggernaut earned 2,138 more gold than you — 939 a minute against your 511. This is the window your own earnings fell furthest behind the enemy in your position, which is the only gold comparison in this report that is about you rather than about all ten players.

Minute You earnedJuggernaut earnedDifference
20:00 – 21:004681,564-1,096
21:00 – 22:00701444+257
22:00 – 23:00263822-559
23:00 – 24:003911,064-673
24:00 – 25:00735802-67

Explained: you were in a fight. 68 of the 300 seconds sat inside a recorded teamfight. Read this against the table above instead: the question is not what you earned during the fight, it is what you took in the minutes after it.

Where the five minutes went, from the replay position track: 60s dead; 84s in your jungle; 52s in bottom lane, your half; 39s in their jungle, standing still for 63s of it and walking for 159s.

  1. 19:40a fight opened and ran 46s, 5 heroes died in it
  2. 20:02Lifestealer killed Underlord
  3. 20:04Juggernaut killed Crystal Maiden
  4. 20:11Riki killed Lifestealer
  5. 21:11Mirana killed Sniper
  6. 22:44Juggernaut killed Axe
  7. 22:45a fight opened and ran 42s, 4 heroes died in it
  8. 23:00Undying killed Lion
  9. 23:07Riki killed Crystal Maiden
  10. 23:11Riki killed Mirana
  11. 23:12Sniper killed Undying
  12. 24:06Radiant tier 1 tower (mid lane) fell

Teal is your team, ember is theirs, and your own name is marked. Places are approximate: the map is cut into bases, lanes, river and the two jungles, and the diagonal decides whose half you were on.

The minutes after each fight

Last hits taken by you on Lifestealer and by Juggernaut in the 3 minutes after each fight ends. This is loop R1 measured at the moment it usually leaks.

The verdict column reads last hits, not gold, on purpose. Gold in this window includes kills, assists and buildings, so a team that won the fight and kept fighting can show a fat gold rate having touched no wave at all — which is the exact leak this table exists to catch. The gold rate sits beside it because it says whether the map paid you, and the gap between the two numbers is the interesting part.

Juggernaut is not their carry. It is the enemy OpenDota put in the same position as you (position 1), because the honest comparison is against whoever contests the same ground.

The fightWindow scoredYou, LifestealerJuggernaut
3:42 – 4:204:20 – 7:2014 lh
295 gpm
7 lh
234 gpm
held
10:51 – 11:2911:29 – 14:2919 lh
558 gpm
10 lh
199 gpm
held
11:46 – 12:3812:38 – 15:3825 lh
619 gpm
13 lh
252 gpm
held
12:56 – 13:2913:29 – 16:2921 lh
470 gpm
14 lh
286 gpm
held
16:50 – 17:2717:27 – 20:2721 lh
594 gpm
16 lh
460 gpm
held
18:33 – 19:1619:16 – 22:1626 lh
638 gpm
23 lh
810 gpm
held
19:40 – 20:2620:26 – 23:2620 lh
477 gpm
32 lh
943 gpm
lost
22:45 – 23:2723:27 – 26:2726 lh
583 gpm
37 lh
764 gpm
held
28:43 – 29:4029:40 – 32:4017 lh
1,190 gpm
32 lh
565 gpm
lost
31:30 – 32:3632:36 – 35:3656 lh
1,256 gpm
1 lh
245 gpm
held
34:47 – 35:4135:41 – 38:4118 lh
779 gpm
49 lh
1,262 gpm
lost
38:35 – 39:2839:28 – 42:2813 lh
1,638 gpm
10 lh
395 gpm
held
40:33 – 41:1141:11 – 44:113 lh
520 gpm
9 lh
164 gpm
lost

Who killed you

Riki1Riki
1Dire tier 1 tower (bottom lane)
Sniper1Sniper
Lion1Lion

What to install

One trigger you can perceive, one action nobody else can move, one rate a detector can check. Run one at a time.

Most of your deaths came with nobody around Being seen
When
you are about to walk up to a wave that is not on your own half of the river
Do
count the enemy heroes you can see on screen and on the minimap first, and clear it from maximum range or not at all when the count is under three
Rate
10 out of 10 waves outside your own half
Scored by
fights.solo_death, over the next 10 to 25 games
No travel scroll on you The engine
When
you are standing on your own fountain or at your own shop
Do
buy a travel scroll before you move, every single time, including the times you think you already have one
Rate
at least one scroll bought per ten minutes of game, in 10 of the next 10 games
Scored by
fights.no_tp, over the next 10 to 25 games
Razor win

Razor

25 Aug · 49 min · match id 8963609866
Riki against Riki at 438 gpm assumed role: Offlane
K / D / A7/3/19
GPM553
GPM, all bracketsp60
Last hits327
Post-fight windows lost0/6
Wave access20:00Manta Style
Net gold, your team minus theirs, minute by minute. Furthest behind at -354 gold in minute 1. Riki killed you 3 of 3 times. 1 finding

Wave access

Wave access is the moment your hero can kill a whole creep wave from outside its reach, without trading health for it. Before that moment every wave costs you time and position; after it, waves become gold at a rate that compounds. The clock below is a proxy for that moment: the first of six items to finish — Manta Style, Aghanim’s Scepter, Mjollnir, Radiance, Battle Fury, Maelstrom. Those six are the ones the corpus raises most often in wave-clearing context, which makes them a measure of what gets said rather than of what clears a wave. A hero whose spells already clear one crosses the threshold without buying anything on the list, and the proxy will miss it.

Manta StyleManta Style at 20:00 the first of the six to finish. Of 334 public games that bought it on this hero, 11% bought it earlier than you

Power Treads 8:55Power Treads
Yasha 15:19Yasha
Mithril Hammer 24:58Mithril Hammer
Black King Bar 28:35Black King Bar
Platemail 33:48Platemail
Shiva's Guard 41:17Shiva's Guard

Every item over 1400 gold, stamped with the clock time it finished. The ones ringed in teal are the six above.

The comparison against public games comes from OpenDota’s scenarios endpoint. It carries no rank filter, so it is every bracket rolled together rather than the players above you, and it counts games in seven coarse buckets that stop at minute 30. Read it as roughly where the timing sits, not as a rank.

Against the bracket

Each bar is where this game sits among games on this hero in your own bracket, not across every bracket, so it reads straighter than the all-bracket number on the card. The notch is the middle of that bracket. Nothing here is coloured for good or bad; a row marked ↓ is one where the small number is the good end. Lane efficiency 69%, position 3, teamfight participation 52%, 0 buybacks.

Gold per min553
p60
Last hits per min6.62
p72
XP per min729
p52
Hero damage per min560
p22
Tower damage8,747
p88
Deaths per min ↓0.06
p92

The five minutes that cost the most

Between 35:00 and 40:00, Riki earned 2,639 more gold than you — 836 a minute against your 308. This is the window your own earnings fell furthest behind the enemy in your position, which is the only gold comparison in this report that is about you rather than about all ten players.

Minute You earnedRiki earnedDifference
35:00 – 36:00365722-357
36:00 – 37:00580347+233
37:00 – 38:003411,434-1,093
38:00 – 39:001571,279-1,122
39:00 – 40:00100400-300

Explained: you were dead for much of it. The replay track goes out for 74 of the 300 seconds, which is death. That is the gap’s cause. It belongs to the detectors about dying, not to this one.

Where the five minutes went, from the replay position track: 74s dead; 78s in your jungle; 51s in their jungle; 44s in the river, standing still for 88s of it and walking for 138s.

  1. 35:03Queen of Pain killed Mirana
  2. 36:59Roshan died
  3. 37:21Lifestealer killed Crystal Maiden
  4. 37:21Faceless Void killed Lich
  5. 37:52Lifestealer killed Faceless Void
  6. 38:12Winter Wyvern killed Ogre Magi
  7. 38:28Riki killed Razor
  8. 38:41Dire tier 1 tower (mid lane) fell

Teal is your team, ember is theirs, and your own name is marked. Places are approximate: the map is cut into bases, lanes, river and the two jungles, and the diagonal decides whose half you were on.

The minutes after each fight

Last hits taken by you on Razor and by Riki in the 3 minutes after each fight ends. This is loop R1 measured at the moment it usually leaks.

The verdict column reads last hits, not gold, on purpose. Gold in this window includes kills, assists and buildings, so a team that won the fight and kept fighting can show a fat gold rate having touched no wave at all — which is the exact leak this table exists to catch. The gold rate sits beside it because it says whether the map paid you, and the gap between the two numbers is the interesting part.

Riki is not their carry. It is the enemy OpenDota put in the same position as you (position 3), because the honest comparison is against whoever contests the same ground.

The fightWindow scoredYou, RazorRiki
9:27 – 10:0410:04 – 13:0419 lh
596 gpm
9 lh
293 gpm
held
10:18 – 11:0811:08 – 14:0820 lh
577 gpm
10 lh
247 gpm
held
28:28 – 29:1529:15 – 32:1517 lh
415 gpm
19 lh
644 gpm
held
40:06 – 41:2141:21 – 44:2116 lh
948 gpm
6 lh
212 gpm
held
42:46 – 43:2643:26 – 46:2619 lh
1,084 gpm
4 lh
168 gpm
held
47:35 – 48:3348:33 – 51:3317 lh
732 gpm
0 lh
35 gpm
held

Who killed you

Riki3Riki

What to install

One trigger you can perceive, one action nobody else can move, one rate a detector can check. Run one at a time.

Most of your deaths came with nobody around Being seen
When
you are about to walk up to a wave that is not on your own half of the river
Do
count the enemy heroes you can see on screen and on the minimap first, and clear it from maximum range or not at all when the count is under three
Rate
10 out of 10 waves outside your own half
Scored by
fights.solo_death, over the next 10 to 25 games
Silencer win

Silencer

24 Aug · 26 min · match id 8961756428
Abaddon against Abaddon at 247 gpm assumed role: Offlane
K / D / A9/4/7
GPM484
GPM, all bracketsp80
Last hits114
Post-fight windows lost1/6
Wave accessno itemnone of the six
Net gold, your team minus theirs, minute by minute. Never behind. Monkey King killed you 4 of 4 times. 2 findings

Wave access

Wave access is the moment your hero can kill a whole creep wave from outside its reach, without trading health for it. Before that moment every wave costs you time and position; after it, waves become gold at a rate that compounds. The clock below is a proxy for that moment: the first of six items to finish — Manta Style, Aghanim’s Scepter, Mjollnir, Radiance, Battle Fury, Maelstrom. Those six are the ones the corpus raises most often in wave-clearing context, which makes them a measure of what gets said rather than of what clears a wave. A hero whose spells already clear one crosses the threshold without buying anything on the list, and the proxy will miss it.

no item none of the six landed. Read it as a question rather than a verdict: either the waves were walked into all game, or this hero already cleared them with a spell

Arcane Boots 6:50Arcane Boots
Force Staff 12:10Force Staff
Oblivion Staff 16:23Oblivion Staff
Witch Blade 18:58Witch Blade
Dragon Lance 24:04Dragon Lance
Hurricane Pike 24:04Hurricane Pike
Aghanim's Shard 25:20Aghanim's Shard

Every item over 1400 gold, stamped with the clock time it finished. The ones ringed in teal are the six above.

The comparison against public games comes from OpenDota’s scenarios endpoint. It carries no rank filter, so it is every bracket rolled together rather than the players above you, and it counts games in seven coarse buckets that stop at minute 30. Read it as roughly where the timing sits, not as a rank.

Against the bracket

Each bar is where this game sits among games on this hero in your own bracket, not across every bracket, so it reads straighter than the all-bracket number on the card. The notch is the middle of that bracket. Nothing here is coloured for good or bad; a row marked ↓ is one where the small number is the good end. Lane efficiency 54%, position 3, teamfight participation 40%, 0 buybacks.

Gold per min484
p81
Last hits per min4.33
p86
XP per min572
p46
Hero damage per min683
p80
Tower damage3,736
p86
Deaths per min ↓0.15
p72

The five minutes that cost the most

Between 5:00 and 10:00, Abaddon earned -238 more gold than you — 217 a minute against your 264. This is the window your own earnings fell furthest behind the enemy in your position, which is the only gold comparison in this report that is about you rather than about all ten players.

Minute You earnedAbaddon earnedDifference
5:00 – 6:0025590+165
6:00 – 7:00302344-42
7:00 – 8:00384251+133
8:00 – 9:00124215-91
9:00 – 10:00258185+73

Nothing explains it. You were alive, out of every fight, and your buildings were standing. Nobody stopped you, and the map still paid them more than it paid you. This is the only branch that is entirely yours.

Where the five minutes went, from the replay position track: 23s dead; 219s in top lane, your half; 27s in top lane, their half; 12s in their jungle, standing still for 68s of it and walking for 208s.

  1. 5:34Leshrac killed Broodmother
  2. 6:30Dire tier 1 tower (bottom lane) fell
  3. 6:46a fight opened and ran 46s, 3 heroes died in it
  4. 7:01Broodmother killed Leshrac
  5. 7:08Sven killed Broodmother
  6. 7:17Mirana killed Abaddon
  7. 7:54Silencer killed Monkey King
  8. 8:31Monkey King killed Silencer

Teal is your team, ember is theirs, and your own name is marked. Places are approximate: the map is cut into bases, lanes, river and the two jungles, and the diagonal decides whose half you were on.

The minutes after each fight

Last hits taken by you on Silencer and by Abaddon in the 3 minutes after each fight ends. This is loop R1 measured at the moment it usually leaks.

The verdict column reads last hits, not gold, on purpose. Gold in this window includes kills, assists and buildings, so a team that won the fight and kept fighting can show a fat gold rate having touched no wave at all — which is the exact leak this table exists to catch. The gold rate sits beside it because it says whether the map paid you, and the gap between the two numbers is the interesting part.

Abaddon is not their carry. It is the enemy OpenDota put in the same position as you (position 3), because the honest comparison is against whoever contests the same ground.

The fightWindow scoredYou, SilencerAbaddon
6:46 – 7:327:32 – 10:325 lh
255 gpm
5 lh
217 gpm
held
10:44 – 11:3311:33 – 14:338 lh
449 gpm
12 lh
216 gpm
lost
16:44 – 17:2917:29 – 20:2914 lh
318 gpm
12 lh
205 gpm
held
20:03 – 20:4920:49 – 23:4918 lh
757 gpm
1 lh
285 gpm
held
21:47 – 22:2622:26 – 25:266 lh
726 gpm
4 lh
257 gpm
held
23:43 – 24:3724:37 – 27:3723 lh
587 gpm
0 lh
159 gpm
held

Who killed you

Monkey King4Monkey King

What to install

One trigger you can perceive, one action nobody else can move, one rate a detector can check. Run one at a time.

Most of your deaths came with nobody around Being seen
When
you are about to walk up to a wave that is not on your own half of the river
Do
count the enemy heroes you can see on screen and on the minimap first, and clear it from maximum range or not at all when the count is under three
Rate
10 out of 10 waves outside your own half
Scored by
fights.solo_death, over the next 10 to 25 games
No travel scroll on you The engine
When
you are standing on your own fountain or at your own shop
Do
buy a travel scroll before you move, every single time, including the times you think you already have one
Rate
at least one scroll bought per ten minutes of game, in 10 of the next 10 games
Scored by
fights.no_tp, over the next 10 to 25 games
Razor win

Razor

24 Aug · 36 min · match id 8962652688
Dragon Knight against Dragon Knight at 344 gpm assumed role: Offlane
K / D / A10/4/33
GPM554
GPM, all bracketsp60
Last hits190
Post-fight windows lost2/11
Wave access21:54Manta Style
Net gold, your team minus theirs, minute by minute. Furthest behind at -1,427 gold in minute 5. Oracle killed you 2 of 4 times. 1 finding

Wave access

Wave access is the moment your hero can kill a whole creep wave from outside its reach, without trading health for it. Before that moment every wave costs you time and position; after it, waves become gold at a rate that compounds. The clock below is a proxy for that moment: the first of six items to finish — Manta Style, Aghanim’s Scepter, Mjollnir, Radiance, Battle Fury, Maelstrom. Those six are the ones the corpus raises most often in wave-clearing context, which makes them a measure of what gets said rather than of what clears a wave. A hero whose spells already clear one crosses the threshold without buying anything on the list, and the proxy will miss it.

Manta StyleManta Style at 21:54 the first of the six to finish. Of 334 public games that bought it on this hero, 54% bought it earlier than you

Power Treads 8:33Power Treads
Yasha 15:08Yasha
Mithril Hammer 24:18Mithril Hammer
Black King Bar 28:39Black King Bar

Every item over 1400 gold, stamped with the clock time it finished. The ones ringed in teal are the six above.

The comparison against public games comes from OpenDota’s scenarios endpoint. It carries no rank filter, so it is every bracket rolled together rather than the players above you, and it counts games in seven coarse buckets that stop at minute 30. Read it as roughly where the timing sits, not as a rank.

Against the bracket

Each bar is where this game sits among games on this hero in your own bracket, not across every bracket, so it reads straighter than the all-bracket number on the card. The notch is the middle of that bracket. Nothing here is coloured for good or bad; a row marked ↓ is one where the small number is the good end. Lane efficiency 55%, position 3, teamfight participation 80%, 0 buybacks.

Gold per min554
p73
Last hits per min5.19
p60
XP per min840
p72
Hero damage per min1,242
p93
Tower damage8,632
p90
Deaths per min ↓0.11
p92

The five minutes that cost the most

Between 1:00 and 6:00, Dragon Knight earned 418 more gold than you — 320 a minute against your 237. This is the window your own earnings fell furthest behind the enemy in your position, which is the only gold comparison in this report that is about you rather than about all ten players.

Minute You earnedDragon Knight earnedDifference
1:00 – 2:00144248-104
2:00 – 3:00292360-68
3:00 – 4:00196417-221
4:00 – 5:00380410-30
5:00 – 6:00173168+5

Nothing explains it. You were alive, out of every fight, and your buildings were standing. Nobody stopped you, and the map still paid them more than it paid you. This is the only branch that is entirely yours.

Where the five minutes went, from the replay position track: 267s in bottom lane, your half; 13s in bottom lane, their half; 11s in your jungle, standing still for 66s of it and walking for 233s.

  1. The match recorded no kill, building or fight inside these five minutes. The gold moved without an event, which is the map being farmed.

Teal is your team, ember is theirs, and your own name is marked. Places are approximate: the map is cut into bases, lanes, river and the two jungles, and the diagonal decides whose half you were on.

The minutes after each fight

Last hits taken by you on Razor and by Dragon Knight in the 3 minutes after each fight ends. This is loop R1 measured at the moment it usually leaks.

The verdict column reads last hits, not gold, on purpose. Gold in this window includes kills, assists and buildings, so a team that won the fight and kept fighting can show a fat gold rate having touched no wave at all — which is the exact leak this table exists to catch. The gold rate sits beside it because it says whether the map paid you, and the gap between the two numbers is the interesting part.

Dragon Knight is not their carry. It is the enemy OpenDota put in the same position as you (position 3), because the honest comparison is against whoever contests the same ground.

The fightWindow scoredYou, RazorDragon Knight
6:02 – 6:546:54 – 9:546 lh
349 gpm
16 lh
338 gpm
lost
7:46 – 8:208:20 – 11:206 lh
471 gpm
9 lh
262 gpm
lost
10:28 – 11:2311:23 – 14:2313 lh
468 gpm
14 lh
352 gpm
held
12:45 – 13:3613:36 – 16:3620 lh
632 gpm
13 lh
299 gpm
held
17:17 – 18:0118:01 – 21:0125 lh
659 gpm
8 lh
348 gpm
held
20:32 – 21:2521:25 – 24:2535 lh
784 gpm
13 lh
321 gpm
held
23:13 – 24:0024:00 – 27:0016 lh
492 gpm
11 lh
438 gpm
held
24:52 – 25:3225:32 – 28:3210 lh
479 gpm
10 lh
485 gpm
held
28:52 – 29:4629:46 – 32:4611 lh
790 gpm
7 lh
285 gpm
held
32:54 – 33:3833:38 – 36:3816 lh
824 gpm
12 lh
469 gpm
held
35:51 – 36:3236:32 – 39:320 lh
0 gpm
0 lh
0 gpm
held

Who killed you

Oracle2Oracle
Skywrath Mage1Skywrath Mage
Sven1Sven

What to install

One trigger you can perceive, one action nobody else can move, one rate a detector can check. Run one at a time.

Most of your deaths came with nobody around Being seen
When
you are about to walk up to a wave that is not on your own half of the river
Do
count the enemy heroes you can see on screen and on the minimap first, and clear it from maximum range or not at all when the count is under three
Rate
10 out of 10 waves outside your own half
Scored by
fights.solo_death, over the next 10 to 25 games
Razor win

Razor

24 Aug · 44 min · match id 8962727085
Centaur Warrunner against Centaur Warrunner at 476 gpm assumed role: Offlane
K / D / A4/6/15
GPM510
GPM, all bracketsp50
Last hits305
Post-fight windows lost2/10
Wave access27:33Manta Style
Net gold, your team minus theirs, minute by minute. Furthest behind at -1,927 gold in minute 15. Viper killed you 4 of 6 times. 1 finding

Wave access

Wave access is the moment your hero can kill a whole creep wave from outside its reach, without trading health for it. Before that moment every wave costs you time and position; after it, waves become gold at a rate that compounds. The clock below is a proxy for that moment: the first of six items to finish — Manta Style, Aghanim’s Scepter, Mjollnir, Radiance, Battle Fury, Maelstrom. Those six are the ones the corpus raises most often in wave-clearing context, which makes them a measure of what gets said rather than of what clears a wave. A hero whose spells already clear one crosses the threshold without buying anything on the list, and the proxy will miss it.

Manta StyleManta Style at 27:33 the first of the six to finish. Of 334 public games that bought it on this hero, 83% bought it earlier than you

Power Treads 11:51Power Treads
Yasha 21:48Yasha
Mithril Hammer 31:45Mithril Hammer
Black King Bar 34:08Black King Bar
Sange 37:51Sange
Sange and Yasha 37:51Sange and Yasha

Every item over 1400 gold, stamped with the clock time it finished. The ones ringed in teal are the six above.

The comparison against public games comes from OpenDota’s scenarios endpoint. It carries no rank filter, so it is every bracket rolled together rather than the players above you, and it counts games in seven coarse buckets that stop at minute 30. Read it as roughly where the timing sits, not as a rank.

Against the bracket

Each bar is where this game sits among games on this hero in your own bracket, not across every bracket, so it reads straighter than the all-bracket number on the card. The notch is the middle of that bracket. Nothing here is coloured for good or bad; a row marked ↓ is one where the small number is the good end. Lane efficiency 39%, position 3, teamfight participation 40%, 0 buybacks.

Gold per min510
p57
Last hits per min6.80
p88
XP per min845
p72
Hero damage per min409
p10
Tower damage3,343
p56
Deaths per min ↓0.13
p85

The five minutes that cost the most

Between 22:00 and 27:00, Centaur Warrunner earned 1,358 more gold than you — 764 a minute against your 492. This is the window your own earnings fell furthest behind the enemy in your position, which is the only gold comparison in this report that is about you rather than about all ten players.

Minute You earnedCentaur Warrunner earnedDifference
22:00 – 23:00387360+27
23:00 – 24:00729654+75
24:00 – 25:00445655-210
25:00 – 26:00586601-15
26:00 – 27:003171,552-1,235

Explained: you were in a fight. 109 of the 300 seconds sat inside a recorded teamfight. Read this against the table above instead: the question is not what you earned during the fight, it is what you took in the minutes after it.

Where the five minutes went, from the replay position track: 46s dead; 101s in your jungle; 41s in top lane, your half; 23s in your base, standing still for 89s of it and walking for 165s.

  1. 22:19Phantom Assassin killed Viper
  2. 22:22a fight opened and ran 48s, 3 heroes died in it
  3. 22:37Phantom Assassin killed Enchantress
  4. 22:50Witch Doctor killed Crystal Maiden
  5. 22:55Phantom Assassin killed Witch Doctor
  6. 23:07Radiant tier 1 tower (bottom lane) fell
  7. 23:44Lina killed Nyx Assassin
  8. 24:47Phantom Assassin killed Lina
  9. 25:27a fight opened and ran 61s, 5 heroes died in it
  10. 25:42Viper killed Razor
  11. 25:55Lina killed Crystal Maiden
  12. 26:01Phantom Assassin killed Witch Doctor
  13. 26:05Centaur Warrunner killed Phantom Assassin
  14. 26:13Viper killed Nyx Assassin

Teal is your team, ember is theirs, and your own name is marked. Places are approximate: the map is cut into bases, lanes, river and the two jungles, and the diagonal decides whose half you were on.

The minutes after each fight

Last hits taken by you on Razor and by Centaur Warrunner in the 3 minutes after each fight ends. This is loop R1 measured at the moment it usually leaks.

The verdict column reads last hits, not gold, on purpose. Gold in this window includes kills, assists and buildings, so a team that won the fight and kept fighting can show a fat gold rate having touched no wave at all — which is the exact leak this table exists to catch. The gold rate sits beside it because it says whether the map paid you, and the gap between the two numbers is the interesting part.

Centaur Warrunner is not their carry. It is the enemy OpenDota put in the same position as you (position 3), because the honest comparison is against whoever contests the same ground.

The fightWindow scoredYou, RazorCentaur Warrunner
1:28 – 2:122:12 – 5:127 lh
194 gpm
14 lh
302 gpm
lost
7:26 – 8:158:15 – 11:157 lh
186 gpm
14 lh
339 gpm
lost
14:31 – 15:1715:17 – 18:1725 lh
416 gpm
22 lh
389 gpm
held
22:22 – 23:1023:10 – 26:1033 lh
587 gpm
29 lh
637 gpm
held
25:27 – 26:2826:28 – 29:2822 lh
405 gpm
15 lh
667 gpm
held
30:44 – 31:4431:44 – 34:4437 lh
969 gpm
26 lh
643 gpm
held
36:42 – 37:3437:34 – 40:3425 lh
1,240 gpm
0 lh
279 gpm
held
38:54 – 39:5039:50 – 42:5013 lh
896 gpm
6 lh
483 gpm
held
40:52 – 41:4341:43 – 44:4312 lh
834 gpm
7 lh
631 gpm
held
43:47 – 44:2744:27 – 47:270 lh
0 gpm
0 lh
0 gpm
held

Who killed you

Viper4Viper
Witch Doctor1Witch Doctor
Centaur Warrunner1Centaur Warrunner

What to install

One trigger you can perceive, one action nobody else can move, one rate a detector can check. Run one at a time.

One hero keeps finding you Being seen
When
the wave dies and you are still standing where you killed it
Do
leave in a different direction than the one you arrived from
Rate
9 out of 10 waves
Scored by
fights.repeat_killer, over the next 10 to 25 games

05 — ModelThe loops

Read an arrow as "changes in the direction of" for + and "changes against" for −. Every finding above is tagged with the loop it belongs to, so a number always names a mechanism. The drawing holds the four that the detectors read; all six are named underneath.

+++++−−+++−++R1B2R3R4gold + xpwave clear ratehero strengthperceived leadforcing towersseconds visibletheir read on youganks landdeaths + downtimeattention on externals
R1The engineclear rate feeds gold, gold feeds strength, strength feeds clear rate. Its gain is how fast a wave becomes gold.
R2One map, two farmstwo engines fighting over one map, so denying their farm is worth as much as taking yours.
R3Being seenseconds visible on a wave become ganks, ganks become downtime, downtime slows the clear that exposed you.
R4The tilt spiralattention on what a teammate did costs the decision that kills you, and that death gives you more to notice.
B1Leads decayrespawn, buyback and backdoor protection restore the losing side. A lead decays if it is not converted.
B2Greedthe lead invites the tower siege that stops your farm and returns the lead.

06 — LimitsWhat this cannot see

Thresholds are first guesses. They were tuned to fire on the one known loss and report nothing on the wins, which is a sample of six. Expect to move them once there are twenty games.

Benchmark percentiles cover every bracket rather than yours, so they read harsh. Use them for ordering, not as a target.

Career averages come from games played before a six-year break, on an older map and an older patch. They tell you what the account did, not what the player can do now.

Post-fight conversion counts last hits in a fixed window after each fight. A fight that runs into a Roshan attempt scores as a farming failure when it was not one.

Nothing here reads position yet. Where you stood and how long you were visible are the measurements that would turn the information-leak findings from an inference into a number.