⚡️High Voltage Vault⚡️
No weak spots with enough rounds yet.
No strong spots with enough rounds yet.
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 | 75% 4r · 2nd · 3.8/map | 100% 1r · 0.0/map | — | 100% 1r · 0.0/map | 50% 2r · 2.6/map | 0% 1r · 0.0/map | 100% 2r · 3.2/map |
| 6 gate madness | 100% 2r · 2.5/map | 50% 2r · 3.2/map | 100% 1r · 0.0/map | 0% 1r · 2.0/map | 53% 2r · 2.6/map | 54% 2r · 1.8/map | |
| 12 gate WTA | 100% 1r · 1.0/map | 0% 1r · 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% · 3.2/map | 2200m1v1avg 50% · 3.2/map | 1400m1v1avg 50% · 2.8/map | 1800m1v1avg 50% · 2.6/map | 2000m6 gate madnessavg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.0/map | 2200m6 gate madnessavg 50% · 1.8/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Solar Deity | ★55% won 3/4 | 51% top 3 1/2 | — | 54% | 50% | — | ★55% top 3 2/2 | 47% | — | 11% won 0/1 |
| Slag Huntress | — | — | 59% won 2/2 | — | 53% | 58% top 3 1/2 | — | — | 62% top 3 1/2 | — |
| Space Melody | 48% | 54% | 56% | 51% | ★55% | 56% top 3 2/2 | 48% | 53% | 57% top 3 1/2 | 8.2% |
| Raging Princess | 48% | 51% top 3 0/2 | 39% | 53% | 44% | 47% | 47% top 3 1/2 | 57% | 37% | 10% won 0/1 |
| Chrome,. Bolt | 53% | 53% top 3 2/2 | 43% | 51% | 48% | 39% | 53% top 3 1/2 | 50% | 42% | 12% won 0/1 |
| Xeric Bullet | 44% | 47% | ★59% | 45% | 51% | ★58% top 3 0/2 | 41% | 48% | ★64% top 3 1/2 | 4.8% |
| Rusty Behemoth | — | 44% | 53% | 45% | 54% won 1/2 | 53% | — | 51% | 54% | 6.1% |
| Ion Titan | 48% | ★59% | 50% | 50% | 51% | 51% | 48% | 52% top 3 1/1 | 50% | ★13% |
| Ion Stalker | 45% | 52% | 49% | 49% | 50% | 48% | 44% | 50% top 3 0/1 | 49% | 9.1% |
| Glacial,. Seeker | 50% | 56% | — | ★55% | — | — | 50% | 46% | — | 9.8% won 1/1 |
| Heavy Berserker | 51% | 49% | — | 52% | 49% | 47% | 51% | 52% | — | 7.7% won 0/1 |
| Shadow,.Banner | 52% | 53% | 46% | 51% | 49% | — | 53% | 49% | 45% | 11% won 0/1 |
| Ionic,, Bolt | — | — | — | 51% | — | — | — | ★57% top 3 0/1 | — | — |
| Faint Shadow | 47% | 43% | 52% | — | 51% | 51% | 47% | — | 52% | 5.9% |
| IDDQD | 45% | 45% | 56% | 47% | 52% | 55% | 44% | 48% | 57% | 7.3% |
| Space Heater | 46% | 45% | 54% | 47% | 53% | 55% | 46% | 47% | 55% | 6.7% |
Cores
Click a heat-map cell to see who ran that segment| Core | Races | Earns the point | Best segment | Needs work |
|---|---|---|---|---|
| Solar Deity | 11 | 1.4× avg | 1000m 1v1 wins 75% (avg 50%) · 4 | — |
| Slag Huntress | 9 | 1.0× avg | — | — |
| Space Melody | 6 | 1.5× avg | — | — |
| Raging Princess | 5 | 0.5× avg | — | — |
| Chrome,. Bolt | 5 | 1.4× avg | — | — |
| Xeric Bullet | 5 | 0.8× avg | — | — |
| Rusty Behemoth | 3 | 0.9× avg | — | — |
| Ion Titan | 3 | 2.0× avg | — | — |
| Ion Stalker | 2 | 1.0× avg | — | — |
| Glacial,. Seeker | 1 | 12.0× avg | — | — |
| Heavy Berserker | 1 | 0.0× avg | — | — |
| Shadow,.Banner | 1 | 0.0× avg | — | — |
| Ionic,, Bolt | 1 | 0.0× avg | — | — |
| Faint Shadow | 1 | 0.0× avg | — | — |
| IDDQD | 1 | 0.0× avg | — | — |
| Space Heater | 1 | 0.0× 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.
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).