Team report · Pro league · alpha

GTA

Power 45.5 · #10 of 12 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 6 gate madness 28% · 10th of 11 · 10 rounds
  • 2000m 6 gate madness 32% · 9th of 11 · 9 rounds
  • 1000m 1v1 47% · 8th of 12 · 13 rounds
Winning the most points
  • 2200m 1v1 87% · 1st of 11 · 8 rounds
  • 1200m 6 gate madness 62% · 3rd of 11 · 10 rounds
  • 2200m 6 gate madness 65% · 2nd of 10 · 6 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.

Roster fit · Anchor

The races that come up most on Anchor, 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.

GTA
Core1000m1v1avg 50% · 3.8/map1200m6 gate madnessavg 50% · 3.2/map2200m1v1avg 50% · 3.2/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map2000m6 gate madnessavg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.0/map2200m6 gate madnessavg 50% · 1.8/map1200m12 gate WTAavg 8.3% · 1.0/map
Impressive Owl
44%
47%
★59%
won 7/8
—
53%
★57%
top 3 5/9
42%
48%
top 3 3/4
★61%
top 3 5/6
6.1%
Stuck Pig
52%
53%
top 3 6/10
40%
53%
45%
43%
52%
top 3 3/10
48%
38%
11%
won 1/4
Terran Ghost
—
—
47%
—
★54%
won 2/3
50%
top 3 4/9
—
—
46%
—
Crystal Thunder
—
43%
top 3 6/10
54%
—
52%
54%
top 3 4/9
—
51%
55%
6.0%
won 0/4
First Strike
—
—
51%
★55%
54%
52%
—
54%
top 3 3/4
51%
top 3 0/6
—
Gold Theft Victory
49%
46%
49%
50%
51%
won 4/7
51%
49%
★56%
48%
7.3%
Giant Taco
52%
won 3/8
49%
—
53%
—
—
53%
top 3 2/6
—
—
7.4%
Do It
52%
52%
top 3 3/10
49%
54%
48%
46%
53%
54%
49%
7.1%
won 0/4
Blue Scorpion
46%
won 3/5
47%
—
50%
—
—
45%
top 3 3/4
—
—
6.2%
won 0/2
Man from Glad
52%
51%
—
44%
—
—
53%
top 3 6/10
—
—
12%
Pyre Sentinel
49%
★58%
—
52%
—
44%
48%
—
—
★17%
won 2/4
Glorious Snowflake
48%
36%
55%
47%
47%
49%
47%
46%
56%
top 3 5/6
4.6%
Holy
—
—
—
55%
48%
36%
—
53%
top 3 0/2
—
—
Assertive Beast
—
—
43%
54%
won 0/2
—
—
—
55%
39%
—
Lost Runner
49%
44%
47%
—
52%
—
49%
46%
46%
6.5%
won 0/4
Big Shiny Taco
★53%
—
—
54%
43%
46%
★55%
51%
top 3 0/2
—
—
Money Talks
52%
53%
39%
51%
45%
42%
54%
—
33%
4.8%
won 0/2

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Impressive Owl331.3× avg
Stuck Pig250.9× avg
Terran Ghost240.9× avg
Crystal Thunder231.0× avg
First Strike180.7× avg
Gold Theft Victory150.9× avg
Giant Taco140.7× avg
Do It140.6× avg
Blue Scorpion121.4× avg
Man from Glad101.2× avg
Pyre Sentinel101.5× avg
Glorious Snowflake101.5× avg
Holy80.6× avg
Assertive Beast50.8× avg
Lost Runner40.0× avg
Big Shiny Taco40.0× avg
Money Talks20.0× 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.

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%47%
21000m 6 gate madness100%28%
31200m 12 gate WTA100%75%
41400m 1v1100%0%
51200m 6 gate madness100%62%
61800m 1v1100%57%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%25%
92200m 1v1100%87%
102000m 6 gate madness100%32%
112200m 6 gate madness100%65%
121000m 1v1100%47%
131000m 6 gate madness100%28%
141400m 1v1100%0%
151200m 6 gate madness100%62%
161800m 1v1100%57%
171600m 6 gate madness100%50%
182200m 1v1100%87%
191000m 1v195%47%
201200m 6 gate madness95%62%
212000m 6 gate madness89%32%
222200m 6 gate madness84%65%
232200m 1v184%87%
241000m 1v184%47%
251400m 1v179%0%
262000m 6 gate madness68%32%
271800m 1v163%57%
281000m 6 gate madness53%28%
292200m 1v137%87%
301200m 6 gate madness26%62%

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).