Death Location Heatmaps Across Ranks
Every death in a competitive match leaves a coordinate behind. Aggregated across enough matches, those coordinates trace out where players actually stand, peek, and die on each map. That pattern shifts noticeably as rank goes up. This report extracts death positions from 260,846 EU competitive matches (Iron through Radiant, February to July 2026) and renders them as per-map, per-rank heatmaps: 40.33 million individual death events in total.
Positions come from the match details's victimLocation field, transformed from ingame coordinates into minimap space. Divisions are grouped in threes to keep sample sizes usable: Iron 1 - 3, Bronze 1 - 3, and so on, with Immortal and Radiant folded into a single top bracket.
Can the Death Positions Predict a Player's Rank?
To check whether death position alone carries real rank information, a held-out set of 52,519 matches was scored against a simple positional model with no access to combat stats, only where each of the ten players died. The result: a correlation of 0.78 between predicted and true lobby rank. Positioning alone is a strong teller for a player's true skill.
Explore the Heatmaps

Per-map signal strength
Signal strength varies a lot by map. Ascent, Split, Pearl, Haven, and Fracture all show a strong, clean relationship between where players die and their rank. Abyss, Corrode, Summit, and Sunset score much lower, but that's due to a lack of sample data, not a real gameplay difference. These are the newest maps in rotation, each with only 1k - 2k matches in the evaluation.
All maps and rank divisions
Abyss








Ascent








Bind








Breeze








Corrode








Fracture








Haven








Lotus








Pearl








Split








Summit








Sunset








