Team report · Pro league · alpha

⚡️High Voltage Vault⚡️

Power 55.6 · #9 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1200m 6 gate madness 42% · 31st of 40 · 23 rounds
  • 1400m 1v1 45% · 26th of 40 · 20 rounds
  • 1800m 1v1 44% · 27th of 40 · 19 rounds
Winning the most points
  • 2200m 1v1 65% · 2nd of 40 · 24 rounds
  • 1800m 12 gate WTA 71% · 6th of 38 · 7 rounds
  • 1200m 12 gate WTA 71% · 5th of 38 · 7 rounds

Rounds won by segment

Win % · green above the 50% league average, red below · rank in the league

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 first

Each 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.

⚡️High Voltage Vault⚡️
Core1000m1v1avg 50% · 3.9/map2200m1v1avg 50% · 3.4/map1200m6 gate madnessavg 50% · 3.3/map2000m6 gate madnessavg 50% · 2.8/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.1/map2200m6 gate madnessavg 50% · 2.0/map1200m12 gate WTAavg 8.3% · 1.0/map
Lambo, Bike
50%
won 13/27
—
52%
top 3 8/23
—
★53%
—
51%
top 3 9/18
52%
—
4.5%
Space Melody
48%
56%
54%
56%
top 3 10/21
51%
★55%
won 4/11
48%
53%
top 3 7/14
57%
top 3 4/14
8.2%
Xeric Bullet
44%
★59%
won 14/24
47%
★58%
top 3 11/21
45%
51%
41%
48%
★64%
top 3 6/14
4.8%
Chrome,. Bolt
★53%
43%
53%
top 3 11/23
39%
51%
won 1/3
48%
★53%
top 3 13/18
50%
top 3 1/2
42%
★12%
won 0/7
Shadow,.Banner
52%
46%
53%
top 3 12/23
—
51%
49%
53%
top 3 9/18
49%
top 3 1/2
45%
11%
won 2/7
Utopia Nova
—
57%
—
57%
top 3 11/21
—
51%
—
—
59%
top 3 12/14
—
Ionic,, Bolt
—
—
—
—
51%
won 8/17
—
—
★57%
top 3 11/16
—
—
Brutal Beast
—
56%
—
55%
—
49%
won 2/6
—
46%
top 3 3/9
58%
—
Rusty Behemoth
—
53%
44%
53%
45%
54%
won 2/2
—
51%
top 3 4/5
54%
6.1%
Brazen, Berserker
52%
—
49%
46%
51%
—
52%
49%
—
9.2%
won 0/7
Static Behemoth
50%
—
52%
—
50%
—
50%
45%
—
8.1%
won 3/7
Vespa
50%
—
46%
47%
47%
—
50%
43%
—
7.7%
won 0/7
Faint Shadow
47%
52%
43%
51%
—
51%
47%
—
52%
5.9%
IDDQD
45%
56%
45%
55%
47%
52%
44%
48%
57%
7.3%
Space Heater
46%
54%
45%
55%
47%
53%
46%
47%
55%
6.7%
Terra,. Cyclone
47%
—
★55%
—
52%
46%
46%
51%
—
11%
won 0/4
Heavy Berserker
51%
—
49%
47%
52%
49%
51%
52%
—
7.7%
won 0/3

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Lambo, Bike700.9× avg
Space Melody670.9× avg
Xeric Bullet591.1× avg
Chrome,. Bolt541.1× avg
Shadow,.Banner511.1× avg
Utopia Nova421.3× avg
Ionic,, Bolt341.2× avg
Brutal Beast150.7× avg
Rusty Behemoth142.0× avg
Brazen, Berserker70.0× avg
Static Behemoth75.1× avg
Vespa70.0× avg
Faint Shadow70.0× avg
IDDQD70.0× avg
Space Heater70.0× avg
Terra,. Cyclone40.0× avg
Heavy Berserker30.0× avg

Earns 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.

11000m 1v1100%49%
21000m 6 gate madness100%56%
31200m 12 gate WTA100%71%
41400m 1v1100%45%
51200m 6 gate madness100%42%
61800m 1v1100%44%
71600m 6 gate madness100%57%
81800m 12 gate WTA100%71%
92200m 1v1100%65%
102000m 6 gate madness100%50%
112200m 6 gate madness100%50%
121000m 1v1100%49%
131000m 6 gate madness100%56%
141400m 1v1100%45%
151200m 6 gate madness100%42%
161800m 1v1100%44%
171600m 6 gate madness100%57%
182200m 1v1100%65%
191000m 1v1100%49%
201200m 6 gate madness99%42%
212000m 6 gate madness99%50%
222200m 6 gate madness97%50%
232200m 1v192%65%
241000m 1v187%49%
251400m 1v179%45%
262000m 6 gate madness74%50%
271800m 1v163%44%
281000m 6 gate madness51%56%
292200m 1v141%65%
301200m 6 gate madness25%42%
311600m 6 gate madness12%57%
321200m 1v112%100%
332000m 6 gate madness7%50%
341400m 6 gate madness7%100%

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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).