ScrimTime - The Ultimate Scrim Tool
ScrimTime
Current Mod Version: 1.72
Last Tested Game Build: 15 April 2026
Introduction
ScrimTime is the ultimate tool for competitive Overwatch teams looking to streamline their scrimming process and improve player performance through statistical analysis. Its continued improvement is fueled by feedback from its users, including numerous Overwatch Champions Series (formerly League and Contenders) and World Cup teams.
If you're only looking to use the Log Generator, or would like to include it in your own Workshop mod, check out LogTime!
Feel free to leave a comment or contact me on Battle.net at Caldoran#1123 for any help, feedback or feature requests!
Customisation

Easily tweak, adjust or toggle every feature to fit your specific needs and preferences in the Workshop Settings page — no coding needed! The keybinds can also be changed to your liking.
Note: The default "Command" button is Interact. That means that every feature uses a combination of Interact and another button (e.g. Interact + Reload to ready up).
Multi-Language Support

Have players of different languages in your scrims? By pressing Interact + Crouch (Default: F + CTRL) during Setup time, players can change the text language they see for the mod on an individual basis.
Want to report an error, offer to translate or request for a language to be supported? Leave a comment or contact me on Battle.net at Caldoran#1123!
The following languages are currently supported:
| Language | Proofread and Edited By |
|---|---|
| English | Caldoran |
| Korean (한국어) | junseo |
| Simplified Chinese (简体中文) | Caldoran |
| Japanese (日本語) | pion |
| Spanish (Español) | Desastreger |
| French (Français) | Slayz |
| Turkish (Türkçe) | Berk |
Note: Though all languages have been proofread by native speakers, initial translations were provided by ChatGPT; I apologise for any errors or oversights in the translations.
Ready Up System

The Assemble Heroes phase has been removed, and matches will immediately begin in Setup.
Players can toggle their ready status by pressing Interact + Reload (Default: F + R). Ready players will have their name in green instead of yellow on the HUD.
When all players are ready, the Setup timer is cut to 5 seconds. If anyone unreadies during that time, the timer will be reset until all players are ready again.
The match will also begin as normal when the Setup timer naturally runs out.
Forcing Team Ready

Players can force their entire team to ready up by holding Interact + Reload (Default: F + R) for 3 seconds.
A bar will appear that fills up as players hold the keybind. Once it's filled, the player will force their entire team to ready up.
Adding Setup Time

If more time is needed during Setup, players can add 30 seconds to the Setup timer, up to a maximum of 1:30, by pressing Interact + Ultimate (Default: F + Q).
Teleporting for Defending Team

For convenience, players on the defending team can teleport between the objective and spawn during Setup time by pressing Interact + Jump (Default: F + Space).
Force Map Completion


In the event that the attacking team is unable to capture the final point during the first round of non-Control maps, their score will be altered to allow the opposing team to play the full map in the second round. This eliminates the need for manual team switching and restarting.
Control maps can also be forced to end after three rounds, and Flashpoint maps after five captures.
Spectator Scoreboard

A real-time Scoreboard, visible only to Spectators and in Replays, will be created at the top left of the screen if enabled. An optional Match Timer is also included.
The default keybind for the Host Spectator to toggle the Scoreboard on or off is Disable Camera Blending + Move Down (Default: Z + Q).
Stats Display Presets
The stats displayed on the Spectator Scoreboard differ slightly for each role., and can be changed by selecting one of the three presets below.
Standard
This preset is the current default for the standard version of ScrimTime.
| Role | K | D | DD | DT | ACC / DB / HD | UU |
|---|---|---|---|---|---|---|
| Damage | Final Blows | Deaths | Hero Damage Dealt | Damage Taken | Weapon Accuracy | Ultimates Used |
| Tank | Final Blows | Deaths | Hero Damage Dealt | Damage Taken | Damage Blocked | Ultimates Used |
| Support | Final Blows | Deaths | Hero Damage Dealt | Damage Taken | Healing Dealt | Ultimates Used |
Legacy Standard
This preset was the previous default for the standard version of ScrimTime.
| Role | K | D | DD / HP | DT | OA / DB | UU |
|---|---|---|---|---|---|---|
| Damage | Final Blows | Deaths | Hero Damage Dealt | Damage Taken | Offensive Assists | Ultimates Used |
| Tank | Final Blows | Deaths | Hero Damage Dealt | Damage Taken | Damage Blocked | Ultimates Used |
| Support | Final Blows | Deaths | Healing Dealt | Damage Taken | Offensive Assists | Ultimates Used |
Legacy OWL/OWC
This preset was created for the OWL/OWC version of ScrimTime.
| Role | K | D | E | DD | DT / HD | UU |
|---|---|---|---|---|---|---|
| Damage | Final Blows | Deaths | Eliminations | Hero Damage Dealt | Damage Taken | Ultimates Used |
| Tank | Final Blows | Deaths | Eliminations | Hero Damage Dealt | Damage Taken | Ultimates Used |
| Support | Final Blows | Deaths | Eliminations | Hero Damage Dealt | Healing Dealt | Ultimates Used |
Grouping Styles
There are three grouping styles available (preview):
- Group by Role, Sort by Team
- Group by Team, Sort by Role
- Group by Team, Sort by Slot
Sizes
There are three sizes available (preview):
- Small
- Medium
- Large
Log Generator
For complete documentation of every event and its associated fields of data, please refer to this table.
Output the entire match's events into a CSV-formatted log file, which can be processed for further analysis.
If you don't have the time or expertise to code your own parser, I recommend the following tools to help you process and analyse the raw log files:
- Datastrike, developed by the Datastrike team
- Parsertime, developed by lux
- ScrimTime Parser, developed by surfs
To automatically output the logs as text files, ensure that you have Enable Workshop Inspector Log File turned on in your game settings.
This feature is turned off by default. Every event tracked can be toggled on or off, so only enable the ones which are useful for you, or leave the feature disabled.
Note: The Abilities Used, Damage and Healing events can be intensive on the server load, and are disabled by default. The Host's computer may also be impacted if Inspector Log Files are enabled. If you do not require second-by-second tracking, the Player Stat Summary has a large number of in-depth statistics, including Damage, Healing and Weapon Accuracy on a per-Hero basis.
Alternative Presets
- OWL/OWC (9GPA9)
- Setup Phase
- Setup Time Maximum: 300
- Log Generator
- Enable Log Generator: On
- Spectator Scoreboard
- Stats Display Preset: Legacy OWL/OWC
- Display Match Time: Off
- Setup Phase
Credit
While this mod was inspired by Seita Scrim Lobby, no code was copied, modified or reused.
No credit necessary for usage of this mod. I politely ask that you include credit if you directly modify or otherwise use my code in a significant way.
Contact
Feel free to leave a comment or contact me on Battle.net at Caldoran#1123 for any help, feedback or feature requests!
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Source code
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50 Comments
something's broken! invalid map setting
Thanks for reporting! It should be fixed now.
I'm sadge our favorit scrim code isn't working! 😭
Hello! I'm sorry to hear the code isn't working for you.
Can you describe the issue in detail so I could investigate and fix it? Thank you!
I've asked around but no one can remember the exact error message. We couldn't make a lobby at all for a few days, there was some message in the lower left corner. (It wasn't just us, the opponents tried it as well.) All the scrims were done with an old code.
However, it's working today, so I'm guessing it had something to do with Aatlis?
Possibly! Thanks for letting me know.
Please don't hesitate to drop a message here whenever you encounter any issues in the future and I'll investigate as soon as possible.
Thank you!
im not sure if its just me but the lobby is not working at the moment :(
Hello, Blizzard appears to have broken something in the hours after I updated the mod, but the issue with the invalid map should now be resolved!
Please let me know if you are facing other issues. Sorry for the inconvenience!
Where can i get log data? I can't find csv file
After enabling the Enable Workshop Inspector Log File setting and running a match, you can find the log files in the \Documents\Overwatch\Workshop folder.
Hello! First of all, thank you for this fantastic workshop code which has made scrims much much easier for me to manage as a player and manager.
The last 1+ months, replay codes have been crashing when skipping around on the timeline or fast-forwarding/rewinding.
Blizzard seemingly fixed this issue for non-workshop replay codes, but it seems like the issue is still occurring in workshop codes like ScrimTime. And its been a bit of a pain for myself and my coaches.
Are there any workarounds for this, that you know of? Thanks!
Hello, thanks for the kind feedback! I'm glad you've found it useful.
Unfortunately, I don't think there's anything I can do regarding Replays crashing when fast forwarding or rewinding, it will have to be a fix on Blizzard's end.
I will definitely keep an eye out for potential solutions/workarounds though, and I also hope that Blizzard will properly fix this issue sooner rather than later!
Is there a reason the push speed modifier is set to 110% for push maps?
It should be the default setting, matching what players will encounter in Competitive matches and tournaments.
If you apply the Competitive preset in Custom Games, it should also be set to 110%. ScrimTime does not modify this value from the default.
Just wanted to let you know, this code is currently bugged. Wave respawns are disabled after Team 2 reaches Team 1's finishing point. Team 2 continues to receive wave respawns but Team 1 receives staggered respawns after that point. I am unsure if there is a way to fix this since to the game it counts as overtime.
That's unfortunate, I don't think there is a way to fix this without a major bunch of code to simulate the wave respawns. Does this cause players to respawn much later than normal?
This is actually a good project.
A good thing would be to add that only the custom game host can add more setup time.
Thanks for using the mod and for the suggestion! I will assess the demand and benefits for adding this option.
Hi,
With a friend, we made a website based on the logs generated by the mod in order to have a free analysis service for the competitive overwatch community. The site has been online for 2 months and we're already starting to get quite a few users (~150 users and 40 teams).
The code is open-source, I'll leave you the link to the site here:
https://datastrike.cloud/
If you want to discuss with us, I also leave you my discord nickname:
zat33
Hello, that's awesome! I will add this to the main post together with the other ScrimTime Parser!
Hi! Can i ask you how to increased maximum number of spectator over 12 slots? Is there how to do or it was limited just 12 slots? Thank you!
Hello! There is currently a maximum limit of 12 spectator slots, and unfortunately no way to go past that that I'm aware of.
Hey! Only writing here as the ScrimTime Parser discord link seems to be invalid. Basically I have a set of log data from a test Control map to see how the Scrim tool worked. I went to ST Parser and selected the option to "Process data preview" however when I uploaded my data I got an error message in the bottom left saying "Disconnected from server. Reload". I clicked reload and it just refreshes the page but still won't let me upload that data with Process data preview turned on. Just wondering if you are the dev of that site or if you know who I could go to? Thank you!
I have found the parsertime debug helpful for cases like this. https://parsertime.app/debug
Hello, sorry to hear about this problem you encountered.
I am not the developer of the parser, but I am in contact with him. We will need your log file (e.g. uploaded onto Google Drive) in order to diagnose the issue.
Hope we could help resolve this issue for you ASAP!
I am very grateful this it supports Japanese.
That is awesome to hear, thank you! The multi-language feature took a lot of work and help to implement, but it's worth it if it makes the mod more accessible and useful for everyone, not just English users!
Salutations Caldoran.
Just wanted to let you know that in my team's last scrim; any Escort and Hybrid map that had the Payload pushed beyond its original capture zone, still had the "ticking" sound playing for the duration of the game. I'm checking with yesterday's scrim partners if they noticed it too, but this was something heard for everyone on my time, with the only real difference from our side being that we we're playing on the red side of the lobby to switch things up for ourselves.
Hey SgtBlaze!
I believe the game triggers the sound when the Payload is approaching where it thinks the "final point" is, and doesn't stop the sound even when it's exceeded (i.e. when Force Map Completion is enabled). This is unfortunately an issue that has plagued the game since OW1, and I haven't been able to find a solution for it.
That is odd, since that was not a noticeable issue until our most recent scrim.
I have not changed any of the logic regarding map completion or scoring in the recent patches, and I do recall hearing this complaint back in OW1 from one of the teams, so I'm not sure what broke if it did.
Is it happening every scrim for you?
Hi Caldoran. I wanted to know if there's a way to include supports damage done into the scoreboard, which can be especially useful for the likes of Bap or Zen?
Thanks for all the good work you do! Easily the best scoreboard tool out there at the moment <3
Hey, just to let you know the latest version of ScrimTime has a redesigned scoreboard, with Damage Dealt included for Supports!
You can update to the latest version by importing the Workshop code DKEEH as always!
Yes! The next version of ScrimTime will include the Supports' damage dealt by default on the scoreboard.
In the meantime, you can use the code 9GPA9 which is the one OWL teams use, and has the following changes:
Remember you can change all the settings (except the scoreboard) to fit your preferences in the Workshop Settings page.
Thank you for your kind words! I hope you continue enjoying ScrimTime, and look forward to the next major update!
Hi, I'm curious what OW2 escort and hybrid maps currently work with teleport to objective?
Hello! I'm guessing you're referring to the message about the Invalid Teleport; this is due to a strange bug/quirk with the newer maps and new versions of old maps (e.g. Circuit Royal and Daytime Dorado).
For these affected maps, the game takes about 5-10 seconds to initialise the objective position; you'll be able to teleport to them then.
Hopefully Blizzard fixes this issue, but if they don't for another season or two I will develop a workaround myself.
Salutations Caldoran. I hope your day has been nice.
There is an issue I have with your Scrim Code. Defenders being able to teleport between objective and spawn has a weird interaction on Push Maps. Namely, it exists while it does not exist for Control Maps.
This is an issue as that can lead to players using it to scout out information on Red side, and if timed right; can allow players to get TP straight to the enemy to attack them after both teams have readied up.
Other than that, I believe there is a typo in one of the customization settings. In the description tab of this page, it states "For Control maps, the match can be set to end after three rounds, regardless of score.", however the in game settings reads it for non-control maps. Quote: "END NON-CONTROL MAPS AFTER THREE ROUNDS".
Other than that, I really do enjoy this code, Since my team anyways try to invite our Scrim Partners 5 minutes before the scrim is set to start, being able to customize the scrim code to extend the setup timer or even have it frozen is great. especially with the better spectator/replay statistics compared to the only other Scrim Code that is being updated at the moment which is Miraaks. That said, I really do wish to see the TP on Push mode fixed before I make it the default scrim code for my team. If we'd want to change things up and attack from Red Side, we'd have to be weary of our opponent not having players as sportsmanlike as ourselves to either scout or even ambush us with our pants down, the latter wasting time with a reset.
Hey SgtBlaze,
Thank you very much for the feedback! I've addressed the issue in the latest update, and teams will no longer be able to teleport on Push maps. I've also fixed the typo in the aforementioned Workshop Setting.
If you re-import DKEEH, you will receive the new version.
I hope you continue enjoying ScrimTime, and please do let me know if you have any more feedback and suggestions!
Excellent, only noticed your reply now, but we have noticed the changes and they're excellent.
I have found more points of feedback I'd like to raise with you, which is what brings me here today.
"ENABLE READY UP SYSTEM", "WHO NEEDS TO READY UP", and "WHO CAN ADD SETUP TIME" all seem to have a bug where if you put it on a certain option; the option will revert back to the default setting despite being "updated". Specifically:
ENABLE READY UP SYSTEM - setting this to "ONLY ROUND ONE" will always change it back to the default "EVERY ROUND". Works fine with "OFF", but upon changing it to "ONLY ROUND ONE" it changes to the default "EVERY ROUND".
WHO NEEDS TO READY UP - setting this to "ONLY PLAYERS IN FIRST SLOT" will always change it to the default "ALL PLAYERS".
WHO CAN ADD SETUP TIME - ditto with the setting above, except it shares the same quality with the first point when the setting is put to "OFF".
These bugged settings don't impact scrims too much, however does impact the ability to host PUGs if you wish for the Team Captains of both sides to have full control over the Randoms who show up for the games.
Edit: I should also mention that this do not seem to be only visual bugs. Having tested the "WHO NEEDS TO READY UP" option for my team's scrims, we have noticed that it did not work as intended, and made our Scrim Partner confused as we had also turned off "ALLOW PLAYERS TO FORCE READY UP", as all their players had to ready up and not just the Player in First Slot.
2nd Edit: I also have a suggestion to rename "SETUP TIME OVERRIDE". It took me a while to realize that it referred to the time that setup phase starts with. If it could be renamed to something like "BASE SETUP TIME" or "SETUP TIME STARTS WITH", that would make it more intuitive to understand. I'd also like this to be able to be put at 300 aka 5 minutes for PUG purposes, as I plan to host one using the code without the players able to add more time.
Hey SgtBlaze, just to let you know that the latest version of ScrimTime includes your suggested changes and fixes for the bugs you pointed out, among other big new features!
You can update to the latest version by importing the Workshop code DKEEH as always!
Excellent, I look forward to seeing that when my team starts trials again.
Haven't been able to scrim for some days now due to missing both Flex DPS and Main Support. 😅
Edit: Multi-Language support, huh? I hope that does not add too much lag to the code.
If you wish to add Swedish, I am able to proofread and edit.
Hopefully it won't lag! 😅
From how I implemented it, the performance impact should be negligible, but do let me know if anything is amiss!
As for Swedish, thank you for the kind offer! I'll keep an eye out for more requests for Swedish, and contact you if I decide to support it! 😁
Hi SgtBlaze,
Thanks for the very detailed feedback as always!
For the Workshop Settings not working as intended: I've noticed this bug too, and I believe Blizzard likely broke something in the transition from OW1 to OW2. I'll see if I can work around it.
For the Setup Time Override rename, I think that's a great idea! I will rename it to something more intuitive.
I'm currently working on a major update, and will try to include these fixes/changes in it. Thank you once again for your feedback, and I hope you continue enjoying ScrimTime!
Best scrim lobby there is
Thank you! :)
What will the json file will do?
Log files will open up the possibility of summarising and analysing detailed match information, such as kills, damage, ability usage, Ultimate usage, and etc.
An example would be logs.tf (https://logs.tf/), used for Competitive TF2 matches. A scoreboard of the match is created using logs generated by the server, so you can see how each player performed.
As of now, no such website exists for Overwatch, but I think it's an inevitability with the new log file feature on PTR.
and what do you plan to do with that
Once the log files are fully functional, they'll be open to anyone who's looking to create a website or tool similar to logs.tf. I might give it a go myself!