CLOSED BETA · IT REVIEWS YOUR WINS TOO

Here is every death in one game. And the one thing you got right.

Hindsight reads the whole replay — what broke, and what worked. Fixing something that wasn't broken is the fastest way to get worse.

Ogre Magi · pos 5 · DEFEAT · 46:18 · Ranked All Pick · Crusader · OVERALL C+
0:00#1
killed by Muerta
Jugg Blade Fury · Techies Suicide · Pudge Hook
ENEMY SIDEALLY 54U AWAY
6:55#2
killed by Pudge
Pudge Rot 351 · Hook 220
ENEMY SIDEALLY 807U AWAY
10:53#3
killed by Muerta
Techies Mines 292 · Dead Shot 218
ENEMY SIDEALLY 416U AWAY
12:53#4
killed by Crystal Maiden
Jugg Blade Fury 675 · Techies Suicide 300
OWN SIDEALLY 1561U AWAY
14:47#5
killed by Techies
Techies Mines 670 · Suicide 339
DEEP ENEMYALLY 560U AWAY
17:41#6
killed by Muerta
Techies Mines 816 · Suicide 375
DEEP ENEMYALLY 538U AWAY
22:32#7
killed by Crystal Maiden
Pudge Rot 486 · Hook 360
RIVERALLY 1216U AWAY
24:55#8
killed by Techies
Techies Suicide 413 · Pudge Dismember 300
ENEMY SIDEALLY 387U AWAY
26:38#9
killed by tower
Techies Mines 489 · Sticky 323
DEEP ENEMYALLY 355U AWAY
28:38#10
killed by Juggernaut
Jugg attack 701 · Pudge Rot 324
DEEP ENEMYALLY 535U AWAY
30:42#11
killed by Pudge
Techies Suicide 567 · Dismember 336
DEEP ENEMYALLY 451U AWAY
32:16#12
killed by Muerta
Muerta attack 663 · Freezing Field 540
DEEP OWNALLY 382U AWAY
35:44#13
killed by Muerta
Pierce the Veil 1,359
OWN SIDEALLY 718U AWAY
37:24#14
killed by Techies
Techies Mines 1,376 · Suicide 567
OWN SIDEALLY 209U AWAY
40:35#15
killed by Juggernaut
Jugg attack 1,659 · Dismember 495
DEEP OWNALLY 1071U AWAY
45:17#16
killed by Juggernaut
Jugg Omnislash 2,866
DEEP ENEMYALLY 347U AWAY
CLICK A DEATH · 16 OF THEM · DRAG OR USE ← →
Read a real report
17:41
THE DEATH

You were never picked off alone.

You were +2.9k ahead and pushing into the Dire triangle. Then you evaporated — 816 from Land Mines, 375 from a Techies Suicide — before Muerta landed the tap that got the credit.

That is the shape of all sixteen. Your nearest teammate averaged 600 units away; they were right there. You just died in front of them.

12345678910111213141516
16 DEATHS, NUMBEREDWHERE YOU WALKEDYOUR WARDS
38:36
THE TURN

You led for thirty minutes. Then it went.

A death is rarely just a death. Hindsight follows what happened after each one — the objective your team tried anyway, the map control that flipped, the gold that never came back. Your team peaked +4.1k ahead and finished −19.0k behind.

YOUR TEAM · GOLD / XP ADVANTAGE46:18
+4.1k−18.9kROSHAN
0:0023:0946:18
POST
THE RULE

One thing to keep. One thing you can actually run.

A report that only lists failures teaches you to play scared. Every read names what worked first — then the single most expensive habit, and the rule that replaces it.

KEEP DOING

You gave your team more than anyone on it

84 seconds of stun · 31 assists · your team led for thirty straight minutes

You are not bad at Dota and you did not get out-skilled. The utility was there all game.

REPEAT ITKeep providing the stun and the vision. That part was never the problem.
CHANGE ONE THING

You play Ogre like he has an escape

10 of 16 deaths were dives · nearest ally averaged 600u away

You were never picked off alone — you died in front of your team, one step too far forward, on a slow melee hero with no way out.

POSITION RELATIVE TO YOUR TEAM · HOLDING FIGHTS16 DEATHS
YOUR TEAM'S CENTRE+800U TOWARD THE ENEMY →

You held fights +205u closer to the enemy than your own team's centre — on a hero with no escape.

10 DIVES
6 OTHER
THE DRILL · POSITIONING AND COMMITMENT
WHENthe fight opens and you have not yet been targeted
DOFire from where you stand — stun, Ignite, then hold. Let a tankier body take the first step
BECAUSEOgre is a turret, not a fighter jet: enormous damage from a fixed position, and no way to peel out once committed
TARGETdeaths while diving under 30%
None of these are “you missed a skillshot”. They are all the same decision — step forward, commit, die — in three different costumes.
V
Vega
the analyst who played the game · one of 5 voices
+4
GAMES LATER

The target closes, or it stays open.

That number binds to something Hindsight already measures on every game you play, free games included. The next report opens by reconciling it — and if a game genuinely couldn't test it, it says so instead of inventing a verdict.

DEATHS WHILE DIVING · GRADED EVERY GAMETARGET ≤ 30%
63%55%41%36%24%
THIS GAME+1+2+3+4
GREEN BAND = TARGET MET · THE LEDGER KEEPS SCORING UNTIL IT IS
FIVE VOICES

Same verdict. You pick who delivers it.

A coach never changes a grade, a number, or a call — only how the same report reads.

V
Vega
the analyst who played the game
Here's the pattern the replay coughs up: you step in on beat one instead of beat three.
G
Grim
the retired support pro
Seven deaths, and the enemy was on your screen for every one. That's not vision. Stand behind Troll.
R
Rey
the patient mentor
You did the hard work here, you just did it from too far up. Let the fight open, then step in.
A
Ash
the high-MMR smurf in your ear
You're Rubick. You have 550 range. Why are you the closest guy to Lifestealer? Sit back, throw Fade Bolt, leave.
D
Doc
the veteran theorycrafter
There's a rule for fragile heroes: be the last thing they can reach, not the first. You inverted it.
WHAT IT COSTS

The facts are free. The read is what you pay for.

Free, forever

  • Every match you play, fully broken down
  • The full death reel — position, vision, cost
  • Ward maps: every ward, and what it saw
  • Replay scrub and per-hero trends

Coached

  • A graded read of any game, in your coach's voice
  • The ranked list of what actually cost you
  • One assignment, measured on every later game
  • Ward suggestions and the deeper reads

Run the reel on your last game.

Hindsight is in closed beta. Ask for a seat and we'll send a code when one opens.

Have a code?