Team report · Lower league

Half Measured

Power 44.7 · #32 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1800m 1v1 32% · 39th of 40 · 37 rounds
  • 1000m 6 gate madness 31% · 37th of 40 · 36 rounds
  • 1200m 6 gate madness 43% · 30th of 40 · 45 rounds
Winning the most points
  • 1000m 1v1 53% · 12th of 40 · 53 rounds
  • 1400m 1v1 53% · 18th of 40 · 39 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.

Half Measured
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
Moder
53%
won 28/53
49%
53%
top 3 21/45
46%
★54%
won 14/27
49%
53%
top 3 19/36
53%
48%
11%
won 0/12
Rogue Viper
52%
46%
52%
top 3 23/45
45%
50%
won 6/12
46%
52%
top 3 14/36
48%
top 3 11/25
46%
★12%
won 1/14
Wormhole
45%
50%
45%
49%
top 3 14/40
48%
★53%
44%
50%
top 3 12/25
50%
top 3 9/26
7.1%
won 2/14
L Bane
48%
★56%
won 18/30
41%
★57%
top 3 15/26
49%
51%
47%
★55%
★58%
top 3 9/17
4.6%
M Chaos Grid
48%
39%
51%
37%
49%
44%
won 13/37
48%
50%
top 3 16/29
34%
5.0%
L Royal Chief
46%
54%
won 3/9
41%
49%
top 3 21/40
44%
48%
43%
40%
56%
top 3 14/26
4.4%
S Nova
53%
52%
★54%
top 3 15/30
45%
52%
51%
53%
top 3 15/23
51%
52%
12%
won 1/9
Shader
47%
54%
41%
top 3 4/9
52%
45%
49%
46%
top 3 2/13
46%
56%
4.5%
won 1/14
Bonemass
42%
48%
won 1/7
40%
47%
top 3 7/14
42%
47%
37%
39%
top 3 2/4
47%
4.3%
Drift Strike
45%
53%
48%
51%
48%
50%
44%
48%
53%
top 3 4/9
8.5%
won 0/14
Granite Rover
43%
36%
41%
top 3 0/6
—
42%
40%
41%
39%
top 3 1/4
31%
5.3%
won 0/2
Donk
45%
54%
43%
51%
43%
45%
44%
46%
55%
5.7%
won 0/3
S Cyber Anvil
49%
38%
50%
36%
47%
40%
48%
45%
34%
6.2%
won 0/2
Chandler Bling
★58%
40%
42%
34%
45%
45%
★61%
48%
37%
5.2%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Moder1741.0× avg
Rogue Viper1360.9× avg
Wormhole1170.8× avg
L Bane821.1× avg
M Chaos Grid800.8× avg
L Royal Chief751.0× avg
S Nova721.1× avg
Shader420.6× avg
Bonemass390.7× avg
Drift Strike371.0× avg
Granite Rover120.2× avg
Donk50.0× avg
S Cyber Anvil20.0× avg
Chandler Bling20.0× 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%53%
21000m 6 gate madness100%31%
31200m 12 gate WTA100%36%
41400m 1v1100%53%
51200m 6 gate madness100%43%
61800m 1v1100%32%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%36%
92200m 1v1100%43%
102000m 6 gate madness100%46%
112200m 6 gate madness100%39%
121000m 1v1100%53%
131000m 6 gate madness100%31%
141400m 1v1100%53%
151200m 6 gate madness100%43%
161800m 1v1100%32%
171600m 6 gate madness100%50%
182200m 1v1100%43%
191000m 1v1100%53%
201200m 6 gate madness99%43%
212000m 6 gate madness99%46%
222200m 6 gate madness97%39%
232200m 1v193%43%
241000m 1v187%53%
251400m 1v180%53%
262000m 6 gate madness74%46%
271800m 1v164%32%
281000m 6 gate madness51%31%
292200m 1v141%43%
301200m 6 gate madness25%43%
311600m 6 gate madness12%50%
321200m 1v112%100%
332000m 6 gate madness7%46%
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).