Team report · Pro league · beta

Bullet Racing

Power 58.0 · #2 of 12 on Measure · Power Rankings
Compare with
Losing the most points

No weak spots with enough rounds yet.

Winning the most points

No strong spots with enough rounds yet.

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

Where 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.

Bullet Racing
Core2000m12 gate madnessavg 25% · 2.0/map1600m1v1avg 50% · 2.0/map1800m6 gate madnessavg 50% · 1.5/map2200m24 gate madnessavg 13% · 1.3/map2000m4 gate WTAavg 25% · 1.0/map2200m6 gate WTAavg 17% · 1.0/map1000m1v1avg 50% · 1.0/map2200m6 gate madnessavg 50% · 1.0/map1800m24 gate madnessavg 13% · 1.0/map1600m4 gate WTAavg 25% · 1.0/map
Echo Pulse
★Top 16%
top 3 2/2
Top 33%
★Top 2%
top 3 3/4
Top 19%
top 3 1/1
★Top 27%
Middle
Top 38%
★Top 2%
top 3 0/4
Middle
won 1/4
Serpent
Top 21%
top 3 0/4
Middle
top 3 1/2
Top 2%
top 3 0/1
Top 38%
won 2/4
★Top 6%
won 1/4
Top 21%
top 3 4/4
Top 18%
top 3 1/4
Black Mamba
Top 26%
top 3 0/4
Middle
top 3 0/2
Top 2%
top 3 0/1
Top 16%
top 3 2/4
Middle
top 3 1/4
Fleeced
Top 30%
top 3 0/4
Bottom 24%
top 3 1/4
★Top 1%
top 3 0/1
Top 37%
top 3 1/4
Not Bad
Bottom 38%
top 3 0/3
Middle
won 0/3
Bottom 28%
top 3 1/3
Middle
top 3 0/3
Who needs a fckn menu
★Top 26%
won 2/4
Middle
top 3 0/1
Top 31%
top 3 1/4
★Top 15%
won 2/4
Air Strike
Middle
won 3/4
Top 22%
Acid Queen
Bottom 25%
Irony Depot
Middle
Top 24%
top 3 0/4
Middle
Johnny B. Goode
Top 16%
Bottom 10%
Poisonous
Top 16%
top 3 0/1
Middle
Top 32%
top 3 0/4
Frostfire
Top 26%
top 3 0/2
Top 29%
Top 18%
top 3 0/1
Top 37%
top 3 0/4
Middle
Dirty
Top 24%
Top 4%
top 3 0/1
Top 27%
top 3 1/4
The Kings Snip
Middle
Eagle Pass
Top 3%
Uptown Hustle
Bottom 9%
Blessed
Top 31%
top 3 1/2
Middle
Top 15%
top 3 0/1
Top 40%
top 3 0/4
War Admiral
Middle
Rosalind Franklin
Middle
Nucleus
Bottom 25%
top 3 0/3
Terrible Trade
Top 29%
top 3 0/1
Bottom 25%
Top 3%
Middle
Top 7%
won 0/1
★Top 12%
top 3 0/1
Top 38%
top 3 0/1
Elvira
Middle
top 3 0/1
Blessed Viper
Middle
Bottom 24%
top 3 0/1
Fazed Off
Top 9%
top 3 0/1
Bottom 35%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Echo Pulse401.8× avg
Serpent361.1× avg
Black Mamba350.7× avg
Fleeced300.7× avg
Not Bad260.3× avg
Who needs a fckn menu251.2× avg
Air Strike241.3× avg
Acid Queen241.7× avg
Irony Depot200.9× avg
Johnny B. Goode200.5× avg
Poisonous171.7× avg
Frostfire170.8× avg
Dirty161.1× avg
Money161.0× avg
The Kings Snip141.1× avg
Eagle Pass141.4× avg
Uptown Hustle121.0× avg
Blessed110.6× avg
Flash71.1× avg
War Admiral70.0× avg
Rosalind Franklin70.0× avg
Nucleus60.0× avg
Terrible Trade60.0× avg
Elvira50.0× avg
Blessed Viper32.7× avg
Fazed Off30.0× avg
Stud10.0× avg
3L3V3N10.0× 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%100%
22200m 6 gate WTA100%75%
31000m 1v1100%75%
42200m 6 gate madness100%75%
52000m 12 gate madness100%25%
61800m 24 gate madness100%50%
71600m 4 gate WTA100%75%
81200m 6 gate WTA100%75%
91600m 1v1100%50%
101000m 6 gate madness100%25%
111400m 12 gate madness100%50%
121000m 24 gate madness100%75%
131200m 4 gate WTA100%75%
142000m 6 gate WTA100%50%
151600m 1v1100%50%
161800m 6 gate madness100%25%
172000m 12 gate madness100%25%
182200m 24 gate madness100%0%
191800m 4 gate WTA100%75%
201800m 6 gate WTA100%50%
212000m 1v195%—
221600m 6 gate madness91%67%
231000m 12 gate madness86%—
241200m 24 gate madness86%67%
251400m 4 gate WTA77%50%
261600m 6 gate WTA68%100%
271400m 1v155%0%
281800m 6 gate madness45%25%
291800m 12 gate madness32%0%
302200m 24 gate madness27%0%

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).