⚡️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 firstEach core's chance of earning the point in that race against a typical league field, from its Pro League times (★ = best on the roster); underneath, its real record there this season. 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 | ★53% won 3/8 | 53% top 3 9/16 | 43% | 51% won 4/14 | 39% | 48% | ★53% top 3 8/13 | 50% top 3 2/6 | 42% | ★12% won 1/5 |
| Xeric Bullet | 44% | 47% | ★59% won 11/16 | 45% | ★58% top 3 6/14 | 51% | 41% | 48% | ★64% top 3 5/10 | 4.8% |
| Shadow,.Banner | 52% | 53% top 3 8/16 | 46% | 51% | — | 49% | 53% top 3 4/8 | 49% top 3 3/10 | 45% | 11% won 2/3 |
| Lambo, Bike | 50% won 6/12 | 52% top 3 6/10 | — | ★53% | — | — | 51% top 3 4/8 | 52% | — | 4.5% won 0/2 |
| Utopia Nova | — | — | 57% | — | 57% top 3 8/14 | 51% | — | — | 59% top 3 7/10 | — |
| Space Melody | 48% | 54% | 56% | 51% | 56% top 3 5/8 | ★55% | 48% | 53% top 3 1/4 | 57% top 3 3/6 | 8.2% |
| Space Heater | 46% | 45% | 54% | 47% | 55% top 3 5/6 | 53% | 46% | 47% | 55% top 3 1/4 | 6.7% |
| Cursed Boost | 50% | 49% top 3 2/6 | 47% | 51% | — | — | 51% top 3 1/5 | — | 45% | 5.0% |
| Static Behemoth | 50% | 52% | — | 50% | — | — | 50% top 3 2/5 | 45% | — | 8.1% won 0/5 |
| Brutal Beast | — | — | 56% | — | 55% | 49% won 5/10 | — | 46% | 58% | — |
| Terra,. Cyclone | 47% | ★55% | — | 52% | — | 46% | 46% | 51% top 3 1/4 | — | 11% won 0/5 |
| Rusty Behemoth | — | 44% | 53% | 45% | 53% | 54% won 0/3 | — | 51% | 54% | 6.1% |
| Ionic,, Bolt | — | — | — | 51% | — | — | — | ★57% top 3 5/6 | — | — |
| Brazen, Berserker | 52% | 49% | — | 51% | 46% | — | 52% | 49% | — | 9.2% won 0/5 |
| Vespa | 50% | 46% | — | 47% | 47% | — | 50% | 43% | — | 7.7% won 1/5 |
| Faint Shadow | 47% | 43% | 52% | — | 51% | 51% | 47% | — | 52% | 5.9% |
| IDDQD | 45% | 45% | 56% | 47% | 55% | 52% | 44% | 48% | 57% | 7.3% |
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).