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 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 | 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 | Bottom 4% top 3 0/1 | Bottom 7% top 3 1/1 | Bottom 4% | Bottom 3% won 0/1 | Bottom 4% | Bottom 3% top 3 0/1 | ||||
| L Bane | ★Top 20% top 3 1/1 | Middle top 3 1/1 | Top 23% | Middle won 0/1 | Bottom 37% | ★Top 30% won 1/1 | ★Top 18% top 3 1/1 | Middle top 3 0/1 | ||
| L Royal Chief | Bottom 18% top 3 0/1 | Bottom 31% | Bottom 19% won 0/1 | Top 32% top 3 0/1 | Bottom 11% top 3 0/1 | |||||
| Rogue Viper | Bottom 15% won 0/1 | Top 30% | Top 37% | Middle top 3 0/1 | ||||||
| M Arrow | Bottom 19% top 3 0/1 | |||||||||
| S Nova | ★Top 9% | ★Top 17% | Top 12% top 3 1/1 | |||||||
| Moder | Top 37% | Top 24% won 1/1 | Top 38% top 3 0/1 | |||||||
| Wormhole | Middle top 3 1/1 | Top 33% | Bottom 31% | ★Top 10% top 3 0/1 | ||||||
| Donk | Middle | Bottom 12% | Top 21% | Middle | Bottom 33% top 3 0/1 | |||||
| Drift Strike | Top 36% top 3 0/1 | Top 10% | ★Top 28% | Middle | Top 15% top 3 0/1 | |||||
| Bonemass | Bottom 12% | Bottom 18% | Bottom 15% | Bottom 8% | Bottom 6% | Bottom 12% | Bottom 21% | Bottom 5% top 3 0/1 | ||
| S Cyber Anvil | Bottom 7% | Bottom 4% |
Cores in 1000m 24 gate madness
← all cores- S Novatop 3 0 of 1 (avg 13%) · league rank Top 2% (18%)
- Modertop 3 1 of 1 (avg 13%) · league rank Top 3% (18%)
- Rogue Vipertop 3 0 of 1 (avg 13%) · league rank Top 13% (15%)
- Drift Striketop 3 0 of 1 (avg 13%) · league rank Middle (12%)
- Raging Vanguardtop 3 0 of 1 (avg 13%)
- L Banetop 3 0 of 1 (avg 13%) · league rank Middle (11%)
- Wormholetop 3 0 of 1 (avg 13%) · league rank Bottom 37% (9.7%)
- Donktop 3 0 of 1 (avg 13%) · league rank Bottom 34% (9.4%)
- S Cyber Anviltop 3 0 of 1 (avg 13%) · league rank Bottom 19% (7.8%)
- M Chaos Gridtop 3 0 of 1 (avg 13%) · league rank Bottom 12% (7.0%)
- L Royal Chieftop 3 0 of 1 (avg 13%) · league rank Bottom 9% (6.8%)
- Bonemasstop 3 0 of 1 (avg 13%) · league rank Bottom 1% (6.3%)
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).