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 | 100% 1r · 1.0/map | — | 0% 1r · 2.0/map | — | |||
| 6 gate madness | 0% 1r · 1.0/map | — | 0% 1r · 0.9/map | 100% 1r · 1.5/map | 0% 1r · 1.0/map | ||
| 12 gate madness | — | 0% 1r · 1.0/map | — | 100% 1r · 2.0/map | |||
| 24 gate madness | 0% 1r · 1.0/map | 0% 1r · 0.8/map | — | 0% 1r · 1.0/map | — | ||
| 4 gate WTA | 0% 1r · 1.0/map | — | 0% 1r · 1.0/map | 0% 1r · 1.1/map | 100% 1r · 1.0/map | ||
| 6 gate WTA | 100% 1r · 1.0/map | — | 100% 1r · 1.0/map | 0% 1r · 1.0/map | 0% 1r · 1.2/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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 · Measure
The races that come up most on Measure, 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 | 2000m12 gate madnessavg 25% · 2.0/map | 1600m1v1avg 50% · 2.0/map | 1800m6 gate madnessavg 50% · 1.5/map | 2200m24 gate madnessavg 13% · 1.3/map | 2200m6 gate WTAavg 17% · 1.2/map | 1800m4 gate WTAavg 25% · 1.1/map | 2000m4 gate WTAavg 25% · 1.0/map | 1000m1v1avg 50% · 1.0/map | 2200m6 gate madnessavg 50% · 1.0/map | 1800m24 gate madnessavg 13% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| M Chaos Grid | 14% top 3 0/1 | 50% | 41% top 3 1/1 | 6.3% | 8.9% | 17% won 0/1 | 15% | 48% | 34% | 6.4% top 3 0/1 |
| L Bane | ★29% top 3 1/1 | ★54% | 52% top 3 1/1 | 14% | 20% won 0/1 | 25% | ★29% won 1/1 | 48% | ★58% top 3 1/1 | 11% top 3 0/1 |
| L Royal Chief | 18% top 3 0/1 | 43% | 47% top 3 0/1 | 8.1% | 14% won 0/1 | 20% | 20% won 0/1 | 46% | 56% top 3 0/1 | 6.9% top 3 0/1 |
| Rogue Viper | 21% | 48% won 0/1 | 45% | 13% | 17% | 22% | 22% | 52% | 46% | 10% top 3 0/1 |
| M Arrow | 17% top 3 0/1 | — | 48% | 7.7% | 12% won 0/1 | 22% won 0/1 | 19% | — | 47% top 3 0/1 | 8.9% top 3 0/1 |
| S Nova | 22% | 50% | 51% | ★18% | ★21% | 28% | 22% | 53% | 52% | 16% top 3 1/1 |
| Moder | 22% | 53% | 48% | 12% | 16% | 24% | 22% | 53% won 1/1 | 48% | 12% top 3 0/1 |
| Raging Vanguard | 23% | 51% | ★56% | — | — | 26% | 23% | ★54% | — | 10% top 3 0/1 |
| Wormhole | 25% top 3 1/1 | 50% | 53% | 13% | 17% | ★29% | 25% | 45% | 50% | ★16% top 3 0/1 |
| Donk | 25% | 47% | 43% | 15% | 19% | 20% | 25% | 45% | 55% | 8.9% top 3 0/1 |
| Drift Strike | 27% top 3 0/1 | 49% | 50% | 17% | 21% | 27% | 27% | 45% | 53% | 16% top 3 0/1 |
| Bonemass | 17% | 42% | 46% | 6.9% | 11% | 19% | 19% | 42% | 47% | 6.5% top 3 0/1 |
| S Cyber Anvil | 15% | 47% | 37% | 6.4% | 9.1% | 16% | 16% | 49% | 34% | 6.4% |
Cores
Click a heat-map cell to see who ran that segment| Core | Races | Earns the point | Best segment | Needs work |
|---|---|---|---|---|
| M Chaos Grid | 14 | 0.3× avg | — | — |
| L Bane | 12 | 1.9× avg | — | — |
| L Royal Chief | 11 | 0.0× avg | — | — |
| Rogue Viper | 11 | 1.4× avg | — | — |
| M Arrow | 10 | 0.0× avg | — | — |
| S Nova | 10 | 0.8× avg | — | — |
| Moder | 9 | 0.9× avg | — | — |
| Raging Vanguard | 8 | 1.2× avg | — | — |
| Wormhole | 7 | 0.8× avg | — | — |
| Donk | 6 | 0.0× avg | — | — |
| Drift Strike | 5 | 1.3× avg | — | — |
| Bonemass | 4 | 0.0× avg | — | — |
| S Cyber Anvil | 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.
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).