- 2200m 6 gate madness 28% · 25th of 31 · 7 rounds
- 1000m 6 gate madness 45% · 20th of 32 · 10 rounds
- 1400m 1v1 80% · 2nd of 32 · 11 rounds
- 1000m 1v1 65% · 3rd of 33 · 15 rounds
- 1200m 6 gate madness 67% · 4th of 33 · 12 rounds
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 | 65% 15r · 3rd · 3.8/map | — | 80% 11r · 2nd · 2.7/map | — | 61% 10r · 9th · 2.6/map | — | 57% 12r · 11th · 3.2/map |
| 6 gate madness | 45% 10r · 20th · 2.5/map | 67% 12r · 4th · 3.3/map | — | 75% 8r · 4th · 2.2/map | 50% 10r · 16th · 2.7/map | 28% 7r · 25th · 1.9/map | |
| 12 gate WTA | 100% 4r · 1st · 1.0/map | 50% 4r · 13th · 1.0/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 (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 | 1200m6 gate madnessavg 50% · 3.3/map | 2200m1v1avg 50% · 3.2/map | 1400m1v1avg 50% · 2.7/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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Air Strike | Middle won 10/15 | Top 16% top 3 8/12 | Middle top 3 7/10 | Top 16% won 1/2 | ||||||
| Grungy Path | ★Top 1% won 7/12 | ★Top 10% top 3 7/10 | ★Top 1% top 3 4/7 | |||||||
| Overland Lightning | Top 17% top 3 5/12 | ★Top 11% top 3 5/10 | ★Top 12% won 0/4 | |||||||
| Irony Depot | Bottom 27% won 9/11 | Middle top 3 4/8 | ||||||||
| Terrible Trade | Top 21% | Middle top 3 6/10 | Top 12% top 3 3/7 | |||||||
| Echo Pulse | Top 22% top 3 1/5 | ★Top 4% won 4/5 | Top 28% top 3 2/4 | Top 38% top 3 1/3 | ||||||
| Magic Blaze | ★Top 2% top 3 3/6 | Bottom 29% top 3 2/5 | Top 38% top 3 4/4 | |||||||
| Serpent | Middle top 3 2/5 | Bottom 31% won 2/5 | Top 21% top 3 2/4 | |||||||
| Uptown Hustle | Bottom 37% top 3 3/6 | Bottom 35% | Top 33% won 0/4 | |||||||
| The Kings Snip | Top 40% top 3 3/5 | Top 16% won 0/2 | ||||||||
| Frostfire | ★Top 24% top 3 4/4 | |||||||||
| Privilege | Bottom 15% top 3 1/4 | |||||||||
| Johnny B. Goode | Top 40% | Top 15% won 1/4 | ||||||||
| Blessed | Middle |
Cores
Click a heat-map cell to see who ran that segmentEarns 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 Preseason 00, with each round weighted by how often maps reach it (most maps end by round 27–30).