Entity Analysis, Systematized (Free Claude Skill)

Most SEOs know that search engines understand entities (people, places, products, concepts) and the relationships between them. This isn’t new. It’s been baked into Google’s algorithms for years through patents on entity resolution, entity metrics, and dynamic entity definitions.

The problem isn’t awareness. It’s process.

When you sit down to plan content, how do you actually figure out which entities matter, how prominent each one should be, and how they relate to each other? Most people either skip it entirely or do it ad hoc, pulling from intuition and whatever they remember from the last article they read about semantic SEO.

I built a tool that turns this into a repeatable process. It’s a Claude skill, it’s free, and you can download it below.

What Entities Are (Brief Version)

When someone searches “best running shoes for flat feet,” Google doesn’t just match those words. It understands that “running shoes” is a product entity, “flat feet” is a medical condition entity, and the relationship between them is: shoes that address the condition.

Content that clearly establishes these entities and their relationships is easier for search engines to understand and match to queries. Entity analysis is how you figure out what those entities and relationships are before you write.

I’ve done other notes about entities in the past going into a lot more detail. You can find some of them here:

What This Skill Does

Give it any topic or search query, and it runs a six-phase analysis:

  1. Extracts all relevant entities. It tries to find every person, product, concept, condition, process, and metric connected to your topic, including implied ones
  2. Identifies the central entity. The primary subject everything else orbits around. This is where most people go wrong. They confuse the context for the subject.
  3. Classifies by importance. Primary, secondary, supporting, and contextual, with specific content placement guidance for each level
  4. Scores salience. How prominent each entity should be in your content, on a 0-1 scale, with rationale
  5. Validates entity recognition. Checks whether search engines actually recognize each entity (via Knowledge Panel presence, Wikipedia articles, and SERP features), so you know which ones need to be defined in your content
  6. Maps relationships and co-occurrence. Builds Entity-Attribute-Value triples showing how entities connect, and maps which entities should appear together in the same sentences, sections, or pages

The output includes content placement recommendations: what belongs in your title, H1, H2s, first 100 words, and body copy. You get both a human-readable markdown report and a JSON version if you want to feed it into other tools.

What Are Claude Skills?

If you have not used them before, Skills are reusable instruction packages for Claude. Instead of writing a detailed prompt every time you want Claude to do something specific, a skill teaches it a workflow it can run consistently. Think of it as a playbook. You install it once, and Claude follows it automatically whenever you ask it to do that type of work.

Skills work in Claude.ai (web and app), Claude Code, and the API. You need a paid Claude plan (Pro, Max, Team, or Enterprise).

Claude Skills are one of the reasons I have moved almost completely away from ChatGPT. Other than images, when I need anything done in AI, Skills have made my workflows much faster and more efficient.

How to Install It

  1. Download the .skill file: DOWNLOAD LINK
  2. Open Claude.ai
  3. Go to Settings → Capabilities
  4. Scroll down to the Skills section and upload the file
  5. Make sure the skill is toggled ON
  6. Start a new chat

To use it, just give Claude a topic or search query and reference the skill. Something like:

  • “Using the entity skill, analyze ‘best CRM for small business'”
  • “Using the entity skill, extract entities for ‘symptoms of vitamin D deficiency'”
  • “Using the entity skill, analyze electric vehicle charging infrastructure”

The skill handles the rest.

Note: You can tell it just to “run an entity analysis on ‘best CRM for small business'” and it will probably work fine. But if you have any other skills installed that mention entities, it could be a problem. Also, every now and then it won’t trigger the skill. Telling it specifically to use the skill has worked 100% of the time for me.

Sample Output

Here is a sample of what the output looks like. The prompt I gave it was:

Now I want to use the entity skill for the topic = [how to reduce lag on a minecraft server]

Entity Analysis: How to Reduce Lag on a Minecraft Server

Overview

  • Input: how to reduce lag on a minecraft server
  • Central Entity: Server Lag (Minecraft)
  • Total Entities Extracted: 42
  • Validation Coverage: 70% high confidence, 25% medium, 5% low

Central Entity

Entity: Server Lag (Minecraft)
Type: Concept/Problem
Definition: A delay or slowdown in the response time between player actions and server reactions in Minecraft multiplayer, manifesting as stuttering gameplay, block placement delays, mob teleportation, rubberbanding, and reduced server performance measured by TPS (Ticks Per Second) dropping below the optimal 20.
Validation: Medium — No dedicated Wikipedia article, but extensively documented in Minecraft Wiki, hosting provider documentation, and community resources. Component concepts “lag” and “latency” are high-confidence entities.

Why this is the Central Entity:

  • Removal test: Without “lag,” the query has no problem to solve
  • Relationship test: All other entities (causes, solutions, metrics) relate to this problem
  • Query test: The searcher wants to understand and solve this specific problem
  • Coverage test: The entire piece must address this concept

Entity Classification

Primary Entities

EntityTypeSalienceValidationPlacement
Server LagConcept/Problem1.0MediumH1, title, meta, throughout
TPS (Ticks Per Second)Metric0.9High (Minecraft Wiki)Title/H1, definition required early
Minecraft ServerProduct/Platform0.85High (Wikipedia)Title, first paragraph, throughout
RAMResource/Metric0.8HighMultiple H2s, cause & solution
Performance OptimizationConcept0.75HighH2 sections

Secondary Entities

EntityTypeSalienceValidationRelationship to Central
Entities (mobs/items)Game Mechanic0.7High (Minecraft Wiki)Major lag cause
ChunksGame Mechanic0.7High (Minecraft Wiki)Loading chunks causes lag
PluginsSoftware0.65MediumCan cause or reduce lag
View DistanceSetting0.65MediumConfiguration to reduce lag
Paper (PaperMC)Software0.6High (GitHub, extensive documentation)Optimization solution
Spark (profiler)Tool0.6High (168M+ downloads, GitHub)Diagnostic tool
Latency/PingMetric0.55High (general networking concept)Network-side lag cause
RedstoneGame Mechanic0.55High (Minecraft Wiki)Common lag cause
HoppersGame Mechanic0.55High (Minecraft Wiki)Specific lag cause
CPUHardware0.55HighResource constraint
MSPT (Milliseconds Per Tick)Metric0.5Medium (Minecraft Wiki)Performance measurement

Supporting Entities

EntityTypeSalienceValidationRole
SpigotSoftware0.45High (SpigotMC)Server software baseline
Garbage Collection (GC)Process0.45High (Java concept)Memory management factor
Mob FarmsStructure0.4MediumCommon lag source
Simulation DistanceSetting0.4MediumConfiguration option
ClearLaggPlugin0.35MediumLag reduction tool
OptifineMod0.35HighClient-side FPS optimization
Pre-generationProcess0.35MediumChunk optimization method
ChunkyPlugin0.35MediumPre-generation tool
JVM FlagsConfiguration0.35MediumMemory optimization
FPS (Frames Per Second)Metric0.35HighClient-side performance (differentiation)
Spawn ChunksGame Mechanic0.3High (Minecraft Wiki)Always-loaded chunks

Contextual Entities

EntityTypeSalienceValidationRole
PurpurSoftware0.25MediumAlternative server software
FoliaSoftware0.2MediumMultithreaded Paper fork
TimingsTool0.2MediumOlder profiling method
BukkitSoftware0.2HighLegacy server software context
NVMe SSDHardware0.2HighHardware optimization
Lighting UpdatesMechanic0.2MediumSpecific lag cause
Fluid UpdatesMechanic0.2MediumWater/lava lag factor
Entity CrammingMechanic0.15MediumMob collision lag
RubberbandingSymptom0.15LowLag manifestation

Attribute Analysis

Root Attributes (Cover all of these)

AttributeWhy It’s EssentialContent Requirement
TPS valueDefines server health universallyExplain 20 TPS = healthy, thresholds for concern
Lag type identificationMust distinguish causes to apply solutionsCover server vs. client vs. network lag
RAM allocationUniversal resource factorHow to check usage, when to upgrade
Entity countCommon culprit in all serversCommands to check, limits to set
View/simulation distanceEvery server has these settingsDefault values, optimization recommendations
Server softwareFoundation of all optimizationsCompare Vanilla vs Spigot vs Paper

Rare Attributes (Cover for differentiation)

AttributeDifferentiating ValueWhen to Include
JVM garbage collection tuningAdvanced optimizationFor technical audiences
Async chunk loadingPaper-specific benefitWhen discussing Paper
Pre-generation completionReduces new chunk lagFor established servers
Plugin profilingIdentifies bad pluginsWhen plugins are suspected
Hopper optimization settingsPaper/Spigot specificFor automated farm servers
Tick consolidationAdvanced server configFor large player counts

Unique Attributes (Cover for highest relevance)

AttributeUnique ToRelevance Boost
spark profiler integrationPaper (built-in 1.21+)Diagnostic advantage
Folia regionized multithreadingFolia onlyCutting-edge optimization
Aikars FlagsCommunity standard JVM configSpecific optimization method

Entity Relationships (EAV Triples)

EntityAttributeValue
Server lagmeasured byTPS
Server lagcaused byexcessive entities
Server lagcaused byinsufficient RAM
Server lagcaused bychunk generation
Server lagcaused bypoorly optimized plugins
Server lagcaused byredstone circuits
Server lagcaused byhoppers
TPSoptimal value20
TPSindicates lag whenbelow 19
MSPTmust be below50ms
MSPTrelationship to TPSTPS = 1000/MSPT
Entitiesincludemobs
Entitiesincludedropped items
Entitiesremoved by/kill commands
Entitieslimited bymob caps
Chunksloaded based onview distance
Chunksprocessed based onsimulation distance
Chunk generationisCPU intensive
Paperis fork ofSpigot
Paperimprovesserver performance
Paperincludesasync chunk loading
SparkdiagnosesTPS drops
Sparkmonitorsmemory usage
RAMstoreschunk data
RAMstoresentity data
Latencyaffected byserver distance
Latencymeasured asping (ms)
FPS lagisclient-side
TPS lagisserver-side

Key Predicates

Use these verbs/actions in headings and content: reduces, causes, diagnoses, monitors, optimizes, allocates, limits, pre-generates, loads, processes, removes, configures, measures, identifies, improves


Co-Occurrence Map

High Priority (Same Sentence/Paragraph)

  • Server lag + TPS — defining measurement
  • TPS + 20 — optimal benchmark
  • TPS + MSPT — related metrics
  • entities + mobs + items — entity types causing lag
  • Paper + Spigot — software comparison
  • RAM + allocation + server — resource relationship
  • view distance + chunks + loading — settings impact
  • Spark + profiler + TPS — diagnostic tool chain

Medium Priority (Same Section)

  • lag types + server + client + network — classification section
  • entities + mob farms + kill commands — entity management section
  • Paper + async + optimization — software benefits section
  • hoppers + redstone + lighting — specific lag causes section
  • plugins + Spark + profiling — diagnostic section
  • RAM + garbage collection + JVM — memory optimization section
  • chunks + pre-generation + Chunky — world optimization section

Document Level

  • Server lag + Minecraft — topic context
  • TPS + FPS — metric differentiation
  • Spigot + Paper + Purpur — software hierarchy
  • ClearLagg + Chunky + Spark — plugin/tool ecosystem

Validation Summary

High Confidence Entities (Use Freely)

  • Minecraft (Wikipedia, Knowledge Panel)
  • TPS/Ticks Per Second (Minecraft Wiki: “Tick” article)
  • Chunks (Minecraft Wiki: “Chunk” article)
  • Entities/Mobs (Minecraft Wiki: “Entity” articles)
  • RAM, CPU (universal technical concepts)
  • Latency/Ping (networking concepts, Wikipedia)
  • Spigot (SpigotMC.org, extensive presence)
  • Paper/PaperMC (GitHub, official site, 100k+ servers)
  • Spark profiler (168M+ CurseForge downloads, GitHub)
  • Redstone, Hoppers (Minecraft Wiki articles)
  • FPS/Frames Per Second (universal concept)
  • Optifine (major mod with Wikipedia mentions)
  • Garbage Collection (Java/programming concept)

Medium Confidence Entities (Define on First Use)

  • Server lag (compound concept, define clearly)
  • MSPT (Minecraft-specific metric, define relationship to TPS)
  • View distance / Simulation distance (server settings, explain function)
  • Spawn chunks (Minecraft Wiki, but may need explanation for casual readers)
  • ClearLagg (plugin, describe purpose)
  • Chunky (plugin, describe purpose)
  • JVM flags (technical, explain purpose)
  • Pre-generation (process, explain benefit)
  • Purpur, Folia (Paper forks, explain relationship)
  • Aikars Flags (community term, needs definition)

Low Confidence Entities (Define Comprehensively)

  • Rubberbanding (symptom description, informal term)
  • Entity cramming (specific mechanic)
  • Tick consolidation (advanced server concept)
  • Async chunk loading (Paper-specific feature)

Content Recommendations

Title/H1 Must Include

  • Lag or Server Lag (Central Entity problem)
  • Minecraft Server (platform context)
  • Consider modifier: “How to Reduce/Fix”, “Guide”, “[Year]”

H2 Topics (Based on Secondary Entities)

  1. Understanding Minecraft Server Lag (TPS vs FPS vs Latency)
  2. How to Check Your Server’s Performance (TPS, MSPT, Spark)
  3. Common Causes of Server Lag
  4. Reducing Entity Lag (Mobs, Items, Farms)
  5. Optimizing Chunk Loading (View Distance, Simulation Distance, Pre-generation)
  6. Choosing the Right Server Software (Vanilla vs Spigot vs Paper)
  7. Plugin Optimization and Troubleshooting
  8. RAM and JVM Configuration
  9. Hardware Considerations

Entities to Define (First Mention)

  • TPS: “Ticks Per Second measures how often your server updates game mechanics—20 TPS is healthy, anything below indicates lag”
  • MSPT: “Milliseconds Per Tick shows how long each server update takes—must stay under 50ms to maintain 20 TPS”
  • Chunks: “16×16 block sections of your world that the server loads and processes around players”
  • Entities: “Movable game objects including mobs, dropped items, minecarts, and armor stands”
  • Paper: “A high-performance fork of Spigot that includes numerous optimizations for Minecraft servers”
  • Spark: “A performance profiling tool that helps identify what’s causing lag on your server”

Relationships to Emphasize

  • TPS → measured as → 20 (optimal): “A healthy server runs at 20 TPS—each tick occurs every 50 milliseconds”
  • Entities → cause → lag: “Large numbers of entities, especially in mob farms, force the server to track more movement and collision calculations”
  • View distance → increases → chunk load: “Each point of view distance adds rings of chunks around every player, multiplying CPU and RAM usage”
  • Paper → reduces → lag: “Paper’s optimizations include asynchronous chunk loading, hopper optimizations, and improved entity processing”
  • Spark → identifies → lag sources: “Running a Spark profile for 30 seconds reveals which game mechanics or plugins consume the most processing time”

Analysis generated by The SEO Pub Entity Extraction Tool


I did not edit this output at all. As you can see, it is pretty in depth. Probably a lot more in depth than many of you are used to, but honestly if you implemented half of this, you would probably be ahead of 99% of your competitors.

Try It

Entity analysis has always been the gap between “I understand semantic SEO conceptually” and “I actually apply it to my content.” This skill closes that gap by giving you a structured, repeatable process you can run on any topic in a few minutes.

Download it. Run it on your next piece of content. See if it changes how you think about what belongs on the page and how to organize it.

Again, here is the .skill file: DOWNLOAD LINK

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