Pick a player and Prefire shows you five things about how they played that match. The pictures here are FalleN on Inferno, from the public demo of FURIA against Team Vitality.
Positions
Two heatmaps, one for each side: where the player spends their time on CT and on T. The colour is the share of live play they spent there, from the cold outer bands to the hot centre. Warmup, freeze time and time spent dead are left out, so the picture is only rounds being played.
Read it for where they hold, how deep they play and which way they rotate.

Top HEs
The three HE lineups that did the most damage to enemies over the whole match.
- A lineup is the HEs thrown from about the same spot that burst in about the same place, both within a few metres.
- Ranked by total damage over every throw. A tie goes to the lineup thrown fewer times. A lineup that never hurt anyone isn't listed.
- The card shows the damage, how many times it was thrown and how many enemies it hit, then the damage per throw, the best throw's damage and its round.
The best throw is drawn on the radar: the player's path from pulling the grenade out to throwing it, coloured by how they moved (rose running, green walking, violet dots crouched, sky dashes in the air), then the flight and the burst. Under it, How it was thrown replays the throw with the keys they held lit up, their speed and a one-line summary such as "Running W, left click".
Point at the ring where they let go to copy a setpos line: paste it into the console on an empty server and you stand where they threw from, looking where they looked. It can't carry a jump or a run-up; the replay shows those.

Top flashes
The flashes that did the most, not the ones thrown the most: three, ranked, and the one they used most, marked Most used, even when it didn't make the top three.
What one flash earns:
- every second an enemy was blinded counts for it, and each flash assist (a kill it helped with) adds 3 seconds;
- every second it blinded a teammate, or the thrower, counts against it;
- a blind shorter than 1 second doesn't count: that's a glance, not a flash.
A lineup is ranked by what its flashes earned per throw, blended with one of the player's average throws. That way a lineup that works every time beats one lucky flash: four throws at 5 seconds come out ahead of a single one at 5.2. There's no score on the card, only the rank and what the flashes actually did. (?) How this is ranked says the same in the app.

Some demos, like this pro one, don't record who was blinded. Prefire then works the blinds out from each player's flash timer, which matches the recorded blinds 99.8% of the time on demos that have both, and the view says it did.
Kill spots
Where the player stood when they got their kills, on each side, with the guns they used. Kills a few steps apart count as one spot, and a spot needs at least two kills. Point at a spot, or at its line in the list, to see how many kills it had and with what.

Force buys
What the player does when their team can't afford to buy.
- The read, for example "Forced 3 of 4 times his team was short": how many of the rounds their team was short they forced, and whether they forced with their team or bought while the team saved.
- Short means the team's average money at buy time, theirs included, was under $3,500. A pistol round never counts.
- Forced means they left spawn with $2,000 or more of new equipment, or spent 60% or more of their money. They forced with their team when most of their side spent big too.
- Every round is a cell in a strip: pistol, eco, force, half buy or full buy, with a bright rim on a force made while the team saved.
- What they buy on a force, and what they bought for a teammate, listed apart.
- Rounds to watch: up to three of their forces, replayed on the radar in 2D, the whole round with all ten players, the grenades, the kills and the bomb.
