CODM scrim analysis for serious teams

Upload a match recording and turn it into a coach-style debrief: who controlled the map, where deaths stacked up, which players made the difference, and what the team fixes next.

Verdicts Map control Death zones Player fixes
Match verdict

The report starts with what actually decided the game.

No generic scoreboard recap. GameMind surfaces the defining moment, momentum shift, MVPs, and the mistakes that kept repeating.

55Total kills
B2Blue MVP
R1Red MVP
Match Verdict i
Blue Team Wins
Blue wins Hardpoint through disciplined rotations and stronger hill pressure. Their connected trades denied Red the clean breaks needed to reverse the map.
DM
Defining Moment

At 4:09, Blue held the rotation and forced Red into a staggered final push, securing the hill before support arrived.

MS
Momentum Shift

The match changed when Blue rotated early and converted the next two hills while Red continued contesting from weak spawns.

Coach-level summary, not a stat dump.

GameMind opens with the match story first: who won, why control flipped, and which mistakes deserve attention before the next scrim.

01
Score contextTotal kills, MVPs, and result stay visible before the report gets tactical.
02
Defining momentsMomentum shifts are written as plain coaching notes, not raw scoreboard noise.
03
Next-match fixesThe verdict points the team toward the routes, trades, and roles to clean up.
01
Map intelligence

Read the full control swing over ten minutes.

The map dominance timeline shows blue, mid, and red side presence across the match, so teams can see exactly when control shifted and who led the map.

Blue Team
Excellent
86% coordination
Blue rotated as a unit, with clear roles between hill coverage and lane pressure. Their spacing protected trades through every major break.
Blue Avg Rotation
8s
Seconds to respond
02
Rotation discipline

Measure whether the team moved as one.

The coordination card and average rotation time explain whether players rotated with clear roles or left anchors and slayers disconnected.

03
Flanking intelligence

Compare the flanks that worked with routes ignored.

Successful flank cards show the routes that created kills, while ignored-route cards expose free paths that could have broken the hill earlier.

Successful Flanks
3
1
0:40 · Blue 3 flanked from Junkyard to Patio, killing two and opening the hill for Blue.
2
1:22 · Blue 1 wrapped through Pumps to Junkyard, eliminating the red AR holding the lane.
3
3:06 · Red 1 pushed through Junkyard to Patio, securing a back-hill break.
Ignored Routes
2
1
0:40–5:50 Red ignored the Junkyard flank while Blue stacked main routes.
2
0:00–3:00 Red never used the open-side wrap from their spawn to Patio.
Blue_1
Anchor
A-
18Kills
14Deaths
1.29K/D
Best moment

Held top laundry alone and delayed the break long enough for the full rotation.

Worst moment

Rechallenged the same lane without support and gave away the early-spawn advantage.

Coach note: Keep the patient anchor timing, but call the handoff before leaving the power position.
04
Player accountability

Grade the anchor and explain the fix.

The player card gives the grade, kills, deaths, best moment, worst moment, and coach note, while the radar profile shows the shape of that player’s impact.

Individual movement heatmaps

See the space each player actually occupied.

Switch between all ten players from the real Combine sample. GameMind separates individual movement density from the team-wide view, exposing repeated holds, narrow routes, and unused space.

Your browser does not support the player heatmap preview.
Atlas
What captains get

Every section answers a review question.

Open the report and move straight from argument to evidence: control, deaths, and the fix.

Call of Duty Mobile Raid map control area
01

Who owned the map?

Use the dominance timeline to see when blue, red, or mid controlled pressure and where the match swung.

Call of Duty Mobile multiplayer firefight near a contested zone
02

Hot zone of death

Pinpoint the area where deaths stacked up, then review who entered late, solo, or without a trade.

Call of Duty Mobile squad moving together after a tactical call
03

What do we fix first?

Coach notes turn the evidence into player-specific priorities: hold, rotate, trade, or stop forcing.

Player notes

Teams want review that gets to the point.

Short, practical comments from the kind of players and captains GameMind is built for.

"GameMind made our Hardpoint review way cleaner. We stopped arguing about who was late and started fixing the rotation."
Akuma CODM operator avatar
AkumaCODM Team Captain
"The player cards are exactly what I needed. My squad can see who is creating pressure and who is just feeding lives."
Venom CODM operator avatar
VenomRanked IGL
"Heatmaps and death zones made our bad routes obvious in minutes. It feels like a coach watched the match before us."
Rex profile photo
RexScrim Analyst
"The coach notes are blunt in the best way. Everybody leaves review knowing the one thing they need to fix next game."
Sola profile photo
SolaEsports Coach
"We used to spend the whole night rewatching VOD. Now we open the report, check the timeline, and jump straight into fixes."
Major profile photo
MajorCompetitive Player
"GameMind made our Hardpoint review way cleaner. We stopped arguing about who was late and started fixing the rotation."
Akuma CODM operator avatar
AkumaCODM Team Captain
"The player cards are exactly what I needed. My squad can see who is creating pressure and who is just feeding lives."
Venom CODM operator avatar
VenomRanked IGL
"Heatmaps and death zones made our bad routes obvious in minutes. It feels like a coach watched the match before us."
Rex profile photo
RexScrim Analyst
"The coach notes are blunt in the best way. Everybody leaves review knowing the one thing they need to fix next game."
Sola profile photo
SolaEsports Coach
"We used to spend the whole night rewatching VOD. Now we open the report, check the timeline, and jump straight into fixes."
Major profile photo
MajorCompetitive Player
Tactical map replay

See the setup move, stretch, and break.

A 30-second Combine replay turns player tracking into coaching evidence. Follow routes, inspect support spacing, and switch to the heatmap without leaving the map.

Combine · HardpointBlue Squad vs Red Squad · anonymized GameMind tracking
Autoplay · 30 sec loop
Your browser does not support the tactical map preview. 3:15 P3 · live player routes

Routes: see where every tracked player moved and which lanes the team repeatedly used.

Alive and tracked
Average teammate spacing
Isolated players
P3Active hill

Player routes

Trace each player through the map to expose repeated rush routes, late wraps, and lanes the team never used.

Player names · movement timeline

Support network

See who could trade or support nearby, how compact the team stayed, and which player became isolated before a break.

Support links · team shape

Individual heatmaps

Move beyond one team-wide blob. Inspect pressure and death density for the squad or for one selected player.

Combine map · player filters

Computed rotations

Hardpoint rotation response is calculated from tracked movement and hill transitions, so the timing stays consistent across reports.

Evidence-based · Hardpoint only

Event replay clips

Open key fights from the report and download tactical replays or player-position clips at normal playback speed.

Per event · downloadable
T

Season team reviews

Connect recurring matches to reveal map identity, player chemistry, best pairings, persistent mistakes, and the next team-wide priority.

Roster history · coach direction
CODM footage context

Designed around the way CODM matches actually feel.

The report UI stays analytical, but the site now carries more of the game’s visual energy where it belongs.

Call of Duty Mobile multiplayer scene
Multiplayer scrims

Fast fights, rotations, and map pressure.

Use GameMind to turn chaotic respawn matches into readable control swings, deaths, and team decisions.

Call of Duty Mobile battle royale scene
Survival reads

Positioning matters before the gunfight starts.

Review spacing, overextensions, death timing, and the moments where a team gave away useful ground.

Call of Duty Mobile squad recon scene
Squad roles

Better review for anchors, slayers, and support.

Keep the debrief focused on roles, routes, trades, and the next adjustment each player needs to make.

Workflow

From match upload to team debrief.

CODM match footage with active firefight
01

Upload footage

Use a clear CODM recording with visible minimap and match context.

CODM map selection and match setup context
02

Select match details

Choose mode, map, teams, and player names so the report reads cleanly.

CODM battlefield overview for reviewing match evidence
03

Review evidence

Open verdicts, timelines, death zones, heatmaps, and player report cards.

CODM team taking cover before the next push
04

Coach the fix

Give the team direct priorities before the next ranked block or scrim.

Pricing

Pick the review volume that matches your grind.

Plans include monthly analysis minutes for match videos plus team reviews for season-style coaching. Limits are tuned from real full-video processing costs, so players get useful volume while GameMind avoids surprise overages.

Try it

Free

$0/mo

For players who want one real report before committing.

Analysis15 min/mo
Max video10 min
History7 days
  • Sample reports and onboarding flow
  • One full first analysis for most scrim VODs
  • Basic match history preview
  • Upgrade when review becomes routine
Signups Closed
Best for first-time testing.
Starter

Starter

$9/mo

For ranked players and small duos reviewing a light scrim schedule.

Analysis120 min/mo
Team review5/mo
Teams1
  • Full match reports and player cards
  • Saved history for 30 days
  • Hardpoint, Deathmatch, and S&D reports
  • Up to 15-minute videos
Available at launch
Good for solo review and small scrim weeks.
Teams

Team Coach

$49/mo

For captains, coaches, and analysts managing recurring team review.

Analysis1,200 min/mo
Team review100/mo
Seats5
  • 10 tracked teams and roster mapping
  • Priority queue for heavier review nights
  • 40-minute videos and 1-year history
  • Built for recurring scrim review
Available at launch
For active competitive teams.
Org

Academy

$149+/mo

For academies, orgs, schools, and coaching groups.

Analysis4,000+ min/mo
Team review300/mo
SeatsCustom
  • Multiple teams and longer retention
  • Priority support and setup help
  • Custom usage limits for your org
  • Designed around coaching operations
Talk To Sales
For high-volume review.
One-time add-ons

Top up a busy review month.

Keep your current subscription and add only what the next scrim block needs. Purchased balances do not expire, and GameMind always uses the allowance included with your plan first.

Extra process minutes

Additional match-processing capacity for uploads. Video-length, mode, daily-upload, and other plan limits still apply.

Quick Boost
60minutes

A quick refill when the monthly process-minute allowance runs low.

$5One-time
Team Reserve
600minutes

A larger reserve for recurring team scrims and tournament blocks.

$40One-time

Available from Account Settings after signing in.

Signups Closed

Extra team reviews

Each credit generates one season-style team review. Team setup, report mapping, and subscription team limits remain unchanged.

Review Boost
5reviews

A small refill for the next few squad and coaching review sessions.

$3One-time
Season Reserve
75reviews

A long-run reserve for recurring roster, squad, and season reviews.

$25One-time

Purchased review credits are used only after the monthly plan allowance is exhausted.

Log In To Buy

How analysis minutes work.

An analysis minute is the billing unit for processed match footage. Simple matches consume close to their video length; objective-heavy modes like Search & Destroy may use more because GameMind tracks rounds, bomb flow, eliminations, and team review context.

Deathmatch 1.0× Hardpoint 1.1× S&D 1.5× No surprise overages

How add-on balances work.

Monthly subscription allowances are consumed first. One-time process minutes and team-review credits remain in the account until they are used, even after the monthly billing window resets.

One-time payment No monthly expiry Plan allowance first Purchased in-app

Launch pricing. Plan limits are designed to keep review affordable while protecting high-cost video processing during heavy usage.

FAQ

Clear enough to upload the first match.

What recording works best?

Use clear gameplay footage where the minimap, kill feed, and match flow are visible.

Is Hardpoint supported?

Yes. Rotation timing, hill control, map dominance, and death patterns are core parts of the review.

Can I use names?

Yes. Add player names manually, and use OCR name fill where it is available.

Are reports saved?

Completed reports stay in match history so your team can revisit them later.

What are analysis minutes?

They are the monthly processing allowance for match footage. Objective-heavy modes may use more because the report tracks more events.

Can I buy extra minutes?

Yes. Add-on packs cover busy scrim weeks without forcing you into a higher monthly plan.

Can I buy extra team reviews?

Yes. One-time review packs add non-expiring credits to your account after the reviews included with your monthly plan are used.

Who is it for?

Scrim teams, captains, analysts, coaches, and serious ranked players who want structured review.

Why not just watch the VOD?

You still can, but GameMind gives you the tactical starting point before the long replay session begins.

Stop guessing what went wrong. Review the match.

Upload your next CODM recording and turn it into a clean tactical debrief your team can act on.