As a host you own the data: you upload replays, tidy up rehosts, tell Statrunners which teams played, and shape the event with stages and brackets. This is the full reference for everything on your side — start with the pipeline below, then jump to whatever you need.
Every match walks the same short path. Two of these steps are yours — combining rehosts and resolving teams — and they’re the whole reason your data ends up clean.
An event is the container for everything — its matches, teams, stages, and bracket. Create it inside your host workspace, then add the scaffolding.
From your workspace, open Events → New event and give it a name and dates. That’s enough to start uploading — everything else can be filled in as you go. Each event gets its own public page at statrunners.com/events/<slug>.
In the Participants tab, add the teams competing and their rosters. Registering teams up front makes team resolution one click later — the roster is used to suggest which side is which. You can also add team logos here.
A stage is a phase of your event — Group A, Playoffs, Grand Final. Tag matches to a stage as they come in and your dashboards slice cleanly by phase. Anything uploaded without a stage lands in the Untagged matches bucket, where you can file it later.
“Intake” is how .rec replay files reach the event. There are three ways in — pick whichever fits who’s collecting the files.
Drag .rec files (or a whole match folder) into the upload dialog. They’re bundled and sent straight to the server, then parsed automatically.
Turn on the event’s upload link and share the URL. Anyone with it can drop replays without an account or workspace access — ideal for team managers.
Run the Statrunners agent on the match PC and finished replays upload themselves, with zero clicks during the event.
Every upload shows a status in the intake history. Most flow straight to Complete; the ones worth knowing:
.rec; if it keeps failing, it’s the file, not you.When a match crashes and gets replayed, you end up with several replay files for what was really one game. Combining merges them so stats are counted once and the score is right. This is the step most hosts ask about — here’s exactly how it works.
A rehost is the same matchup on the same map, restarted after a disconnect or crash — so it produces two or more replay files. Each file only holds the rounds it saw. Combining stitches them into one match: every player’s kills, deaths, and assists are summed across all attempts, and one final scoreline is kept.
Upload every attempt and Statrunners spots the ones that belong together, then floats a suggestion at the top of the Matches tab. Review it and confirm — or dismiss it if it’s wrong.
Press Combine on a detected rehost suggestion, or open the Matches tab, hit Combine to enter select mode, and tick the attempts yourself. Manual select is how you merge anything the detector missed.
The dialog lists every attempt (marked Completed or Aborted) and a Merged result. Every attempt is merged — none is thrown away — and the final score defaults to the last completed attempt. A warning shows if the maps or gamemodes don’t match, which usually means these aren’t actually the same match.
If the detected scoreline is off, press Edit final score and type the real result. Press Combine — the attempts collapse into a single match with summed stats. From here it behaves like any other match: resolve its teams and it’s done.
A parsed match still needs one thing before it’s official: you have to tell Statrunners which teams played. This is team resolution, and it’s the gate to everything public.
Replay team names are free text typed in the lobby — untrusted, but useful as a hint. For each match, pick the canonical team for each side from the list (which includes your registered teams plus any names discovered in replays). Nothing is written until you Confirm. Confirming a discovered-but-unregistered name registers it as a team on the fly.
The confirmation gate: a match is confirmed only when both sides are resolved. Confirmed matches flow into the public event page — standings, leaderboards, and the carousel. Unresolved matches stay visible to you internally but never leak into public views. If something’s missing from the public page, unresolved identity is the first thing to check.
Matches that form one best-of matchup group into a series and collapse together in the ledger, so a Bo3 reads as one row you can expand.
The ledger flags each match as Complete or Needs score. Filter by score status or by identity (Needs vs Resolved) to find exactly what still needs a touch, and edit a scoreline directly if it parsed wrong.
The Bracket tab turns your event into a live structure that settles itself from match results — and drives predictions on the public page.
Single or double elimination, Swiss, or GSL groups. The builder lays out the slots and fixtures for you.
Attach a resolved match to a fixture and the bracket reads its winner — advancing teams settle automatically down the tree.
The same bracket renders on your public event page, feeding standings and prediction odds.
Bring in help without handing over the keys, and manage the event’s knobs.
In the workspace members area, create a shareable invite for the role you want and send the link. Event Staff can be invited without linking a Ubisoft account — they’re there to help run things, not to claim a player profile.
The event’s Settings tab is where you edit details, toggle the upload link on/off, Regenerate that link if it leaks, toggle auto-upload, and — as owner — delete the event. Deleting is permanent and removes its matches, so it’s owner-only.
The habits that keep an event’s data clean from the first upload to the grand final.