Team report · all teams

Catch Me Ridin' Derby

Power 38.2 · #32 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 2000m 6 gate madness 9% · 32nd of 32 · 11 rounds
  • 1800m 1v1 23% · 30th of 32 · 12 rounds
  • 1600m 6 gate madness 22% · 29th of 32 · 11 rounds
Winning the most points
  • 1400m 1v1 56% · 7th of 32 · 12 rounds
  • 1000m 1v1 52% · 16th of 33 · 17 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.

Cores in 2000m 6 gate madness

← all cores
Catch Me Ridin' Derby

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%52%
21000m 6 gate madness100%32%
31200m 12 gate WTA100%20%
41400m 1v1100%56%
51200m 6 gate madness100%41%
61800m 1v1100%23%
71600m 6 gate madness100%22%
81800m 12 gate WTA100%40%
92200m 1v1100%35%
102000m 6 gate madness100%9%
112200m 6 gate madness100%22%
121000m 1v1100%52%
131000m 6 gate madness100%32%
141400m 1v1100%56%
151200m 6 gate madness100%41%
161800m 1v1100%23%
171600m 6 gate madness100%22%
182200m 1v199%35%
191000m 1v199%52%
201200m 6 gate madness99%41%
212000m 6 gate madness96%9%
222200m 6 gate madness91%22%
232200m 1v185%35%
241000m 1v180%52%
251400m 1v175%56%
262000m 6 gate madness67%9%
271800m 1v159%23%
281000m 6 gate madness54%32%
292200m 1v138%35%
301200m 6 gate madness28%41%
311600m 6 gate madness20%22%
321200m 1v120%100%
332000m 6 gate madness9%9%
341400m 6 gate madness9%—

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 00, with each round weighted by how often maps reach it (most maps end by round 27–30).