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ipax77 edited this page May 16, 2026 · 16 revisions

dsstats

dsstats is a fan project for StarCraft II Direct Strike replay statistics. It decodes Direct Strike replays, turns them into player, commander, build, unit, and rating data, and publishes community stats at dsstats.pax77.org.

The project is open source under AGPL-v3. The data is contributed by players and is used for the community stats shown on the website.

dsstats website dashboard

Main links

  • Website - global ratings, winrates, replays, builds, units, arcade data, and TE tools.
  • mydsstats PWA - browser app for decoding and managing your own Direct Strike replays.
  • Microsoft Store app - Windows desktop app with automatic replay detection and session progress.
  • Source code - current dsstats repository.
  • Windows service - background replay upload service for set-and-forget setups.

What dsstats can do

  • Decode Direct Strike replays locally in the desktop app or browser PWA.
  • Store local replay data so replay browsing and upload workflows can be used offline; ratings come from the server when online.
  • Upload replay data only after consent, so your games can contribute to global stats.
  • Show website stats for commander winrate, synergy, timeline, counts, player ratings, builds, units, and replay details.
  • Combine dsstats uploads with SC2Arcade public match data for stronger rating and commander analysis.
  • Provide TE tools such as pick/ban and in-house session pages.

Upload and privacy

The desktop app and PWA decode replay files locally and upload the normalized replay data needed for stats only when you allow uploads. This is much smaller than raw replay files and avoids sending the full replay during normal bulk upload workflows.

The website also has a single replay upload page. That page sends the selected replay file to the server for decoding because it is a one-off web upload.

See Privacy Policy for the short version.

User guides

Performance notes

Recent versions focus heavily on local decode speed, memory use, and smaller uploads. Replay parsing and storage happen locally in the desktop app/PWA, while ratings are calculated on the server from the shared dataset. The server accepts queued upload jobs, caches expensive stats, and handles rating recalculation as background work. The result is that normal users get fast local replay feedback while the public website and apps can use consistent server ratings.

Glossary

Breakpoint

A replay can contain each player's last spawn, including units, locations, and upgrades. When the replay is long enough, dsstats can also use the 5 minute, 10 minute, and 15 minute marks.

Default filter

The usual clean-game filter:

  • At least 5 minutes long.
  • No leavers.
  • Six players, 3v3.
  • A known result, normally because an uploader pressed Victory or Defeat.

Expectation to win

The estimated chance that a team wins based on the rating difference between both teams. Close games are near 50 percent. Large rating gaps create high or low expectations.

Leaver

A player who leaves before the normal game end. Leavers receive special rating handling because their team can gain or lose a large advantage.

Matchup

The commanders spawning at the same time. In a 3v3 game there are three matchups: position 1 vs 4, position 2 vs 5, and position 3 vs 6.

MVP

The player who killed the highest army value in the game.

Rating type

The rating pool used for a stat or player list: All, Standard, Commanders, Standard TE, or Commanders TE.

TE map

Direct Strike Tournament Edition. It is commonly used for tournaments and in-house games, supports observers, and has a timer that can decide the game by collected minerals.

Uploader

The player or tool that contributed the replay data to dsstats.

Win probability range

A filter for selecting games by expectation to win. For example, an offset of 10 roughly keeps games where both teams had a 40 to 60 percent chance to win.

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