Where you die, how alone you are when it happens, and how much warning you had.
Most deaths that feel unlucky aren't. Reconstructed from the replay, they tend to fall into a small number of repeating shapes: alone in ground nobody has vision of, first into a fight that hasn't opened yet, or too far forward for a hero with no way out.
Good positioning isn't standing at the back. It's being the last thing the enemy can reach rather than the first — which for most heroes means letting the initiation happen and then arriving, and for fragile ones means never being the closest body to the other team's damage.
The fight has an order. Someone commits, the enemy answers, and then the follow-up lands. Arriving during the first beat means eating the answer that was meant for your initiator.
Every death is reconstructed: where you stood, who was near you, what vision either side had, and what your team did in the ninety seconds after. The headline metric is how many of your deaths happened while you were genuinely alone — because that's the one you can change on purpose.
| Metric | Better when | |
|---|---|---|
| Deaths | lower | HEADLINE |
| Deaths while alone | lower | |
| Out-of-position deaths that bought nothing | lower | |
| Deaths with no vision | lower | |
| Map calls missed | lower | |
| How far forward you stand | lower |
When a report's main finding lands in deaths & positioning, its assignment binds to one of the metrics above. Every game you play afterwards is scored against that number — free games included — and the assignment stays open until it moves. How it works has the full loop.