- 1800m 1v1 38% · 20th of 25 · 6 rounds
- 1000m 1v1 76% · 1st of 26 · 8 rounds
- 1000m 6 gate madness 70% · 4th of 25 · 6 rounds
- 2000m 6 gate madness 52% · 11th of 26 · 6 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the leagueEach 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 firstWhere 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.
| Core | 1000m1v1avg 50% · 3.8/map | 2200m1v1avg 50% · 3.3/map | 1200m6 gate madnessavg 50% · 3.2/map | 1400m1v1avg 50% · 2.8/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 |
|---|---|---|---|---|---|---|---|---|---|---|
| S Nova | ★Top 17% won 6/8 | ★Top 17% top 3 2/4 | ★Top 19% top 3 3/6 | Bottom 40% | Top 6% won 0/2 | |||||
| Rogue Viper | Top 37% | Top 35% top 3 2/4 | Bottom 28% won 1/2 | Top 31% top 3 4/6 | Bottom 22% top 3 1/2 | ★Top 3% won 2/2 | ||||
| Moder | Top 24% | Top 23% top 3 1/4 | ★Top 8% | Top 23% top 3 4/6 | ★Top 29% top 3 0/2 | Top 14% won 0/2 | ||||
| L Bane | ★Top 36% won 2/4 | ★Top 12% top 3 6/6 | ★Top 18% top 3 3/4 | |||||||
| M Chaos Grid | Bottom 6% won 2/6 | Bottom 32% | ||||||||
| Donk | Bottom 40% top 3 2/6 | Bottom 14% | Middle top 3 1/4 | Bottom 17% | ||||||
| L Royal Chief | Middle | Bottom 28% top 3 1/3 | Top 32% top 3 1/2 | |||||||
| M Arrow | Bottom 14% top 3 1/3 | Bottom 19% top 3 1/2 | ||||||||
| Raging Vanguard | Middle top 3 2/2 | Bottom 34% won 0/2 | ||||||||
| Wormhole | Bottom 26% | Bottom 34% | Bottom 31% | Bottom 34% | ||||||
| Shader | Bottom 5% | Bottom 16% | Bottom 2% won 0/2 | |||||||
| S Cyber Anvil | Bottom 21% won 0/2 | |||||||||
| Bonemass | Bottom 20% | Bottom 21% | Bottom 1% | Bottom 21% |
Cores
Click a heat-map cell to see who ran that segment| Core | Races | Earns the point | Best segment | Needs work |
|---|---|---|---|---|
| S Nova | 22 | 1.1× avg | 1000m 1v1 wins 75% (avg 50%) · 8 | — |
| Rogue Viper | 20 | 1.4× avg | 1000m 6 gate madness top 3 67% (avg 50%) · 6 | — |
| Moder | 18 | 1.0× avg | 1000m 6 gate madness top 3 67% (avg 50%) · 6 | 1200m 6 gate madness top 3 25% (avg 50%) · 4 |
| L Bane | 18 | 1.5× avg | 2000m 6 gate madness top 3 100% (avg 50%) · 6 | — |
| M Chaos Grid | 10 | 0.5× avg | 1800m 1v1 wins 33% (avg 50%) · 6 | — |
| Donk | 10 | 0.6× avg | 2000m 6 gate madness top 3 33% (avg 50%) · 6 | 2200m 6 gate madness top 3 25% (avg 50%) · 4 |
| L Royal Chief | 7 | 0.7× avg | 2000m 6 gate madness top 3 33% (avg 50%) · 3 | — |
| M Arrow | 7 | 1.0× avg | 2000m 6 gate madness top 3 33% (avg 50%) · 3 | — |
| Raging Vanguard | 6 | 1.1× avg | — | — |
| Wormhole | 4 | 0.9× avg | — | — |
| Shader | 2 | 0.0× avg | — | — |
| S Cyber Anvil | 2 | 0.0× avg | — | — |
| Bonemass | 2 | 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).