⚡️High Voltage Vault⚡️
- 1400m 1v1 29% · 31st of 32 · 14 rounds
- 1600m 6 gate madness 30% · 25th of 32 · 10 rounds
- 1800m 1v1 39% · 25th of 32 · 13 rounds
- 2200m 1v1 68% · 5th of 32 · 16 rounds
- 2000m 6 gate madness 66% · 7th of 32 · 14 rounds
- 2200m 6 gate madness 60% · 14th of 31 · 10 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 1v1 | 44% 20r · 22nd · 3.8/map | — | 29% 14r · 31st · 2.7/map | — | 39% 13r · 25th · 2.6/map | — | 68% 16r · 5th · 3.2/map |
| 6 gate madness | 44% 13r · 22nd · 2.5/map | 54% 16r · 10th · 3.3/map | — | 30% 10r · 25th · 2.2/map | 66% 14r · 7th · 2.7/map | 60% 10r · 14th · 1.9/map | |
| 12 gate WTA | 80% 5r · 4th · 1.0/map | 80% 5r · 5th · 1.0/map |
Each cell: share of rounds won in that segment (rounds weighted by how often maps reach them), the number of rounds, and how often it comes up per map (Anchor). Grey = fewer than 3 rounds. Blank = that segment isn't on Anchor. Early in a season most cells have few rounds, so the boxes above only use segments with 6+ rounds and rank them with win rates steadied toward 50% — a lucky 4 from 4 won't top the list.
Roster fit · Anchor
The races that come up most on Anchor, most frequent firstWhere each core ranks among every Pro League core in that race, from its league times (★ = best on the roster); underneath, its real record there this season. Green = higher in the league, red = lower, Middle = 40–60%. Read down a column to pick who runs it.
| Core | 1000m1v1avg 50% · 3.8/map | 1200m6 gate madnessavg 50% · 3.3/map | 2200m1v1avg 50% · 3.2/map | 1400m1v1avg 50% · 2.7/map | 2000m6 gate madnessavg 50% · 2.7/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.2/map | 2200m6 gate madnessavg 50% · 1.9/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Chrome,. Bolt | ★Top 18% won 3/8 | Top 29% top 3 9/16 | Middle won 4/14 | ★Top 21% top 3 8/13 | Bottom 30% top 3 2/6 | ★Top 3% won 1/5 | ||||
| Xeric Bullet | ★Top 6% won 11/16 | ★Top 6% top 3 6/14 | ★Top 3% top 3 5/10 | |||||||
| Shadow,.Banner | ★Top 28% top 3 8/16 | Top 27% top 3 4/8 | Bottom 29% top 3 3/10 | Top 13% won 2/3 | ||||||
| Lambo, Bike | Bottom 38% won 6/12 | Top 39% top 3 6/10 | Middle top 3 4/8 | |||||||
| Utopia Nova | Top 10% top 3 8/14 | Top 11% top 3 7/10 | ||||||||
| Space Melody | Top 18% top 3 5/8 | ★Top 19% | Top 27% top 3 1/4 | Top 25% top 3 3/6 | ||||||
| Space Heater | Top 25% top 3 5/6 | Top 40% top 3 1/4 | ||||||||
| Cursed Boost | Bottom 34% top 3 2/6 | Middle top 3 1/5 | ||||||||
| Static Behemoth | Middle top 3 2/5 | Middle won 0/5 | ||||||||
| Brutal Beast | Bottom 23% won 5/10 | Bottom 15% | ||||||||
| Terra,. Cyclone | Middle top 3 1/4 | Top 20% won 0/5 | ||||||||
| Rusty Behemoth | Top 34% won 0/3 | Middle | ||||||||
| Ionic,, Bolt | Middle | ★Top 5% top 3 5/6 | ||||||||
| Brazen, Berserker | Top 38% won 0/5 | |||||||||
| Vespa | Middle won 1/5 |
Cores
Click a heat-map cell to see who ran that segmentEarns the point: how often a core does what wins its team the round — wins the race (1v1, WTA) or finishes top 3 (madness) — against an average entrant (1 in 2 for a 1v1, 1 in 22 for a 22-gate WTA). In big fields only an outright fast time wins, so steady cores that “beat most of the field” can still rarely score there. Best / needs-work segments need 3+ races.
Anchor, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.
A round is one race of a map; whoever wins it gets the point. Win % here is the share of rounds won in each segment this Preseason 00, with each round weighted by how often maps reach it (most maps end by round 27–30).