Team report · Pro league · alpha

⚡️High Voltage Vault⚡️

Power 62.3 · #1 of 12 on Anchor · Power Rankings
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Losing the most points

No weak spots with enough rounds yet.

Winning the most points

No strong spots with enough rounds yet.

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

Where 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.

⚡️High Voltage Vault⚡️
Core1000m1v1avg 50% · 3.8/map1200m6 gate madnessavg 50% · 3.2/map2200m1v1avg 50% · 3.2/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map2000m6 gate madnessavg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.0/map2200m6 gate madnessavg 50% · 1.8/map1200m12 gate WTAavg 8.3% · 1.0/map
Solar Deity
★Top 4%
won 3/4
Top 39%
top 3 1/2
—
Top 9%
Middle
—
★Top 5%
top 3 2/2
Bottom 32%
—
Top 9%
won 0/1
Slag Huntress
—
—
Top 1%
won 2/2
—
Top 14%
Top 3%
top 3 1/2
—
—
Top 2%
top 3 1/2
—
Space Melody
Bottom 38%
Top 11%
Top 10%
Top 30%
★Top 6%
Top 9%
top 3 2/2
Bottom 38%
Top 19%
Top 11%
top 3 1/2
Top 35%
Raging Princess
Bottom 34%
Top 38%
top 3 0/2
Bottom 9%
Top 14%
Bottom 16%
Middle
Bottom 35%
top 3 1/2
Top 4%
Bottom 11%
Top 14%
won 0/1
Chrome,. Bolt
Top 12%
Top 20%
top 3 2/2
Bottom 23%
Top 35%
Middle
Bottom 15%
Top 15%
top 3 1/2
Middle
Bottom 26%
Top 2%
won 0/1
Xeric Bullet
Bottom 11%
Bottom 31%
★Top 1%
Bottom 12%
Top 31%
★Top 3%
top 3 0/2
Bottom 8%
Bottom 38%
★Top 1%
top 3 1/2
Bottom 15%
Rusty Behemoth
—
Bottom 16%
Top 23%
Bottom 15%
Top 12%
won 1/2
Top 27%
—
Top 39%
Top 25%
Bottom 35%
Ion Titan
Bottom 39%
★Top 1%
Middle
Top 39%
Top 36%
Top 39%
Bottom 39%
Top 29%
top 3 1/1
Middle
★Top 1%
Ion Stalker
Bottom 16%
Top 28%
Middle
Middle
Middle
Middle
Bottom 18%
Middle
top 3 0/1
Middle
Top 24%
Glacial,. Seeker
Middle
Top 5%
—
★Top 3%
—
—
Middle
Bottom 27%
—
Top 17%
won 1/1
Heavy Berserker
Top 30%
Middle
—
Top 21%
Middle
Middle
Top 31%
Top 30%
—
Middle
won 0/1
Shadow,.Banner
Top 16%
Top 20%
Bottom 36%
Top 33%
Middle
—
Top 19%
Middle
Bottom 37%
Top 7%
won 0/1
Ionic,, Bolt
—
—
—
Top 38%
—
—
—
★Top 4%
top 3 0/1
—
—
Faint Shadow
Bottom 31%
Bottom 13%
Top 33%
—
Top 31%
Top 39%
Bottom 33%
—
Top 34%
Bottom 33%
IDDQD
Bottom 15%
Bottom 20%
Top 11%
Bottom 26%
Top 24%
Top 14%
Bottom 17%
Bottom 35%
Top 12%
Middle
Space Heater
Bottom 24%
Bottom 22%
Top 18%
Bottom 21%
Top 16%
Top 12%
Bottom 26%
Bottom 27%
Top 19%
Middle

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Solar Deity111.4× avg
Slag Huntress91.0× avg
Space Melody61.5× avg
Raging Princess50.5× avg
Chrome,. Bolt51.4× avg
Xeric Bullet50.8× avg
Rusty Behemoth30.9× avg
Ion Titan32.0× avg
Ion Stalker21.0× avg
Glacial,. Seeker112.0× avg
Heavy Berserker10.0× avg
Shadow,.Banner10.0× avg
Ionic,, Bolt10.0× avg
Faint Shadow10.0× avg
IDDQD10.0× avg
Space Heater10.0× 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%75%
21000m 6 gate madness100%100%
31200m 12 gate WTA100%100%
41400m 1v1100%—
51200m 6 gate madness100%50%
61800m 1v1100%50%
71600m 6 gate madness100%0%
81800m 12 gate WTA100%0%
92200m 1v1100%100%
102000m 6 gate madness100%53%
112200m 6 gate madness100%54%
121000m 1v1100%75%
131000m 6 gate madness100%100%
141400m 1v1100%—
151200m 6 gate madness100%50%
161800m 1v1100%50%
171600m 6 gate madness100%0%
182200m 1v1100%100%
191000m 1v195%75%
201200m 6 gate madness95%50%
212000m 6 gate madness89%53%
222200m 6 gate madness84%54%
232200m 1v184%100%
241000m 1v184%75%
251400m 1v179%—
262000m 6 gate madness68%53%
271800m 1v163%50%
281000m 6 gate madness53%100%
292200m 1v137%100%
301200m 6 gate madness26%50%

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