Team report · all teams · beta

Bullet Racing

Power 53.6 · #11 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 2200m 6 gate madness 28% · 25th of 31 · 7 rounds
  • 1000m 6 gate madness 45% · 20th of 32 · 10 rounds
Winning the most points
  • 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

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 1200m 6 gate madness

← all cores
Bullet Racing

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%65%
21000m 6 gate madness100%45%
31200m 12 gate WTA100%100%
41400m 1v1100%80%
51200m 6 gate madness100%67%
61800m 1v1100%61%
71600m 6 gate madness100%75%
81800m 12 gate WTA100%50%
92200m 1v1100%57%
102000m 6 gate madness100%50%
112200m 6 gate madness100%28%
121000m 1v1100%65%
131000m 6 gate madness100%45%
141400m 1v1100%80%
151200m 6 gate madness100%67%
161800m 1v1100%61%
171600m 6 gate madness100%75%
182200m 1v199%57%
191000m 1v199%65%
201200m 6 gate madness99%67%
212000m 6 gate madness96%50%
222200m 6 gate madness91%28%
232200m 1v185%57%
241000m 1v180%65%
251400m 1v175%80%
262000m 6 gate madness67%50%
271800m 1v159%61%
281000m 6 gate madness54%45%
292200m 1v138%57%
301200m 6 gate madness28%67%
311600m 6 gate madness20%75%
321200m 1v120%—
332000m 6 gate madness9%50%
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).