Team report · all teams · alpha

GTA

Power 26.4 · #33 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 1v1 0% · 33rd of 33 · 6 rounds
  • 1200m 6 gate madness 17% · 33rd of 33 · 6 rounds
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 (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

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Pompeii60.5× avg
Gold Theft Victory60.0× avg
Lewis Skelly60.5× avg
ChatGPT60.9× avg
Stuck Pig61.4× avg
The Ugly One61.4× avg
Do It50.6× avg
Metallic Bergkamp50.6× avg
Inquisitive Taco50.0× avg
Scrolling Up41.7× avg
Chug-A-Lug40.5× avg
Chimichanga40.5× avg
Queen of the South40.5× avg
Blind Frank42.0× avg
Tokyo Terror40.0× avg
Duck Fart40.5× avg
Glorious Snowflake41.0× avg
Starting Over41.0× avg
Grand Boogie40.9× avg
21 Gun Salute40.9× avg
Lady40.0× 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%0%
21000m 6 gate madness100%50%
31200m 12 gate WTA100%0%
41400m 1v1100%25%
51200m 6 gate madness100%17%
61800m 1v1100%0%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%0%
92200m 1v1100%0%
102000m 6 gate madness100%68%
112200m 6 gate madness100%50%
121000m 1v1100%0%
131000m 6 gate madness100%50%
141400m 1v1100%25%
151200m 6 gate madness100%17%
161800m 1v1100%0%
171600m 6 gate madness100%50%
182200m 1v199%0%
191000m 1v199%0%
201200m 6 gate madness99%17%
212000m 6 gate madness96%68%
222200m 6 gate madness91%50%
232200m 1v185%0%
241000m 1v180%0%
251400m 1v175%25%
262000m 6 gate madness67%68%
271800m 1v159%0%
281000m 6 gate madness54%50%
292200m 1v138%0%
301200m 6 gate madness28%17%
311600m 6 gate madness20%50%
321200m 1v120%—
332000m 6 gate madness9%68%
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).