Team report · Pro league · beta

Bullet Racing

Power 55.1 · #11 of 40 on Measure · Power Rankings
Compare with
Losing the most points
  • 1600m 1v1 40% · 33rd of 40 · 20 rounds
  • 1200m 4 gate WTA 30% · 34th of 37 · 10 rounds
  • 1800m 6 gate WTA 30% · 32nd of 37 · 10 rounds
Winning the most points
  • 2200m 24 gate madness 90% · 3rd of 39 · 12 rounds
  • 1800m 4 gate WTA 79% · 2nd of 38 · 12 rounds
  • 1000m 1v1 70% · 6th of 37 · 10 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 (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 first

Each 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.

Bullet Racing
Core2000m12 gate madnessavg 25% · 2.0/map1600m1v1avg 50% · 2.0/map1800m6 gate madnessavg 50% · 1.4/map2200m24 gate madnessavg 13% · 1.2/map2200m6 gate WTAavg 17% · 1.1/map1800m4 gate WTAavg 25% · 1.1/map2000m1v1avg 50% · 1.0/map1000m1v1avg 50% · 1.0/map1400m12 gate madnessavg 25% · 1.0/map2000m4 gate WTAavg 25% · 1.0/map
Echo Pulse
★30%
top 3 7/18
53%
won 0/2
★59%
top 3 12/16
15%
top 3 2/12
20%
★32%
won 3/11
54%
won 7/11
—
24%
top 3 0/1
★29%
Grungy Path
29%
top 3 8/20
51%
53%
top 3 8/17
20%
top 3 3/12
★25%
won 0/12
25%
won 6/12
★55%
won 0/1
—
—
29%
won 4/10
Terrible Trade
28%
top 3 5/20
50%
48%
top 3 3/6
20%
top 3 4/12
24%
won 2/12
24%
52%
—
—
27%
won 0/3
Serpent
29%
top 3 7/20
48%
51%
top 3 2/11
★20%
top 3 3/12
24%
won 5/12
27%
won 0/1
52%
—
—
28%
won 1/7
Frostfire
28%
top 3 2/20
53%
won 6/14
55%
15%
top 3 5/12
20%
27%
54%
—
26%
28%
Air Strike
—
50%
52%
—
—
27%
—
51%
won 7/10
★31%
top 3 3/10
—
Johnny B. Goode
—
46%
41%
15%
20%
18%
—
54%
26%
top 3 1/9
—
Irony Depot
22%
51%
50%
top 3 1/1
10%
top 3 2/12
14%
26%
45%
49%
26%
top 3 3/10
22%
Overland Lightning
—
50%
50%
7.4%
11%
25%
—
53%
25%
top 3 1/7
—
Who needs a fckn menu
18%
★53%
won 2/4
53%
11%
top 3 1/12
15%
27%
42%
★55%
26%
top 3 2/10
19%
Blessed
28%
top 3 3/20
48%
52%
16%
top 3 3/12
21%
26%
53%
—
—
27%
The Kings Snip
21%
43%
—
11%
14%
—
47%
51%
28%
21%
Eagle Pass
—
50%
54%
—
—
30%
—
50%
30%
top 3 3/10
—
Uptown Hustle
17%
48%
—
6.4%
9.0%
—
41%
49%
25%
18%
War Admiral
19%
50%
48%
—
—
23%
42%
49%
25%
19%
Yippee Fat Tyre
27%
top 3 0/2
43%
46%
17%
top 3 1/12
21%
24%
50%
—
—
26%
Dirty
29%
52%
51%
19%
top 3 1/12
23%
26%
54%
—
—
28%
Rosalind Franklin
—
42%
46%
—
—
22%
—
51%
25%
top 3 0/1
—
3L3V3N
—
46%
—
—
—
—
—
49%
19%
—
Light Work
—
47%
—
—
—
—
—
49%
25%
—
Blessed Viper
27%
49%
42%
12%
top 3 4/12
16%
19%
52%
—
—
27%
Elvira
22%
—
45%
9.5%
top 3 0/12
16%
20%
54%
—
—
24%
Money
—
—
—
—
—
—
—
52%
25%
top 3 2/2
—
Stud
—
—
—
—
—
—
—
52%
22%
—
Speedster
—
—
—
—
—
—
—
53%
22%
—
Quick Math
—
—
—
—
—
—
—
50%
—
—
Titan Fury
—
—
—
—
—
—
—
50%
18%
—
Tw3lv3
—
—
—
—
—
—
—
48%
—
—

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Echo Pulse1291.4× avg
Grungy Path1211.0× avg
Terrible Trade971.1× avg
Serpent961.1× avg
Frostfire841.0× avg
Air Strike811.1× avg
Johnny B. Goode620.9× avg
Irony Depot611.0× avg
Overland Lightning580.8× avg
Who needs a fckn menu481.2× avg
Blessed461.0× avg
The Kings Snip371.1× avg
Eagle Pass341.5× avg
Uptown Hustle300.9× avg
War Admiral280.8× avg
Yippee Fat Tyre240.6× avg
Dirty220.4× avg
Rosalind Franklin221.3× avg
3L3V3N190.0× avg
Light Work181.3× avg
Blessed Viper132.5× avg
Elvira120.0× avg
Money122.4× avg
Stud100.6× avg
Speedster70.0× avg
Quick Math60.0× avg
Titan Fury61.3× avg
Tw3lv360.0× 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.

12000m 4 gate WTA100%50%
22200m 6 gate WTA100%60%
31000m 1v1100%70%
42200m 6 gate madness100%40%
52000m 12 gate madness100%55%
61800m 24 gate madness100%60%
71600m 4 gate WTA100%70%
81200m 6 gate WTA100%40%
91600m 1v1100%40%
101000m 6 gate madness100%50%
111400m 12 gate madness100%50%
121000m 24 gate madness100%70%
131200m 4 gate WTA100%30%
142000m 6 gate WTA100%50%
151600m 1v1100%40%
161800m 6 gate madness100%49%
172000m 12 gate madness100%55%
182200m 24 gate madness99%90%
191800m 4 gate WTA99%79%
201800m 6 gate WTA98%30%
212000m 1v196%60%
221600m 6 gate madness90%56%
231000m 12 gate madness82%25%
241200m 24 gate madness77%63%
251400m 4 gate WTA68%50%
261600m 6 gate WTA58%57%
271400m 1v149%29%
281800m 6 gate madness38%49%
291800m 12 gate madness30%25%
302200m 24 gate madness19%90%
311800m 4 gate WTA11%79%
322200m 6 gate WTA11%60%
332000m 1v17%60%
341800m 6 gate madness7%49%

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