Team report · all teams

🏍️ VR46 🏍️

Power 59.1 · #4 of 33 on Anchor · Power Rankings
Compare with
Losing the most points

No weak spots with enough rounds yet.

Winning the most points
  • 2200m 6 gate madness 89% · 2nd of 31 · 9 rounds
  • 1000m 1v1 62% · 7th of 33 · 18 rounds
  • 1800m 1v1 69% · 5th of 32 · 13 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

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.

🏍️ VR46 🏍️
Core1000m1v1avg 50% · 3.8/map1200m6 gate madnessavg 50% · 3.3/map2200m1v1avg 50% · 3.2/map1400m1v1avg 50% · 2.7/map2000m6 gate madnessavg 50% · 2.7/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.2/map2200m6 gate madnessavg 50% · 1.9/map1200m12 gate WTAavg 8.3% · 1.0/map
Tectonic Hybrid
—
—
Top 15%
—
Top 15%
top 3 10/12
Top 5%
won 4/8
—
Top 28%
top 3 6/10
Top 15%
top 3 4/6
—
TON 618
Top 34%
won 7/11
Top 26%
top 3 4/9
Bottom 22%
Bottom 36%
—
Top 38%
Top 35%
top 3 7/12
Bottom 29%
Bottom 23%
★Top 23%
won 1/5
Nebula Tremor
—
—
Top 16%
won 6/9
—
Top 30%
top 3 3/8
Top 24%
won 5/5
—
Top 9%
Top 18%
top 3 4/6
—
Sly Puma
Middle
Top 36%
top 3 4/9
—
Top 7%
won 5/8
—
Bottom 32%
Middle
top 3 5/8
—
—
Bottom 25%
won 0/3
Alicia
Middle
Middle
top 3 5/9
—
Top 4%
—
Top 15%
Bottom 39%
top 3 1/8
—
—
Bottom 10%
won 0/3
Yellow Lightning
★Top 3%
won 4/7
★Top 9%
top 3 3/6
Bottom 24%
Top 25%
—
—
★Top 2%
top 3 3/4
Middle
Bottom 21%
Bottom 17%
won 0/2
Blissful Splash
Top 32%
Middle
top 3 4/6
Middle
Top 26%
Middle
top 3 2/4
Top 21%
Top 30%
★Top 5%
top 3 4/4
Middle
Bottom 25%
Lush Ghost
Middle
Bottom 35%
Top 38%
Top 25%
Top 35%
Middle
Middle
Top 35%
top 3 4/6
Top 38%
Top 27%
won 0/2
Bold Boost
—
—
Bottom 33%
Bottom 19%
Middle
top 3 3/5
Middle
—
Middle
Bottom 35%
top 3 2/4
—
Beckham
—
—
★Top 1%
won 2/5
—
Top 20%
top 3 3/4
Top 38%
—
—
★Top 1%
top 3 3/3
—
No Facts
Top 39%
Top 33%
top 3 3/6
Bottom 32%
Top 27%
Bottom 28%
Middle
Top 39%
Top 37%
Bottom 32%
Top 35%
won 0/2
EXPBIKECB16013
Bottom 39%
Top 32%
Bottom 5%
Middle
Bottom 8%
Bottom 15%
Bottom 37%
Bottom 37%
top 3 3/6
Bottom 2%
Bottom 13%
EXPBIKECB16
—
—
Middle
Top 1%
Top 9%
top 3 2/3
Middle
—
Middle
Middle
top 3 2/2
—
Steel Rebel
Top 25%
Top 10%
—
Top 26%
won 4/5
—
—
Top 26%
Top 34%
—
Top 27%
Ionic Void
Top 22%
Middle
Bottom 10%
Top 9%
—
—
Top 22%
top 3 2/4
Top 20%
Bottom 11%
Middle
Lavaflow
Bottom 20%
Bottom 19%
Bottom 36%
Middle
Middle
Middle
Bottom 22%
Middle
Bottom 37%
Middle
won 0/2
EXPBIKECB16003
—
Bottom 33%
Middle
Middle
—
Top 23%
—
Top 30%
top 3 2/4
Middle
Top 27%
EXPBIKECB10008
Middle
Bottom 21%
—
★Top 1%
—
—
Middle
—
—
Top 35%
won 0/3
EXPBIKECB10001
Middle
Top 30%
—
Bottom 16%
—
—
Middle
—
—
Bottom 33%
won 0/3
EXPBIKECB10
Bottom 1%
Bottom 20%
—
—
—
Bottom 30%
Bottom 1%
—
—
Bottom 39%
won 0/3
EXPBIKECB16018
—
—
Bottom 30%
Top 33%
Bottom 33%
Middle
—
Top 35%
Bottom 24%
—
Pretend Wizard
—
—
Middle
Top 6%
Bottom 11%
Top 29%
—
Middle
Middle
—
Sonic Outlaw
—
—
Top 16%
—
★Top 9%
★Top 2%
—
—
Top 12%
top 3 1/3
—
Blue Blood
—
—
Top 28%
—
—
Bottom 16%
—
—
Top 28%
top 3 3/3
—
Mist Blaze
—
Bottom 39%
Middle
Top 28%
Middle
Top 35%
—
Top 8%
Middle
Bottom 9%
In Game Currency
Bottom 14%
Bottom 12%
Bottom 1%
Bottom 3%
—
—
Bottom 16%
—
Bottom 3%
Middle
won 0/2
EXPBIKECB16030
—
—
Bottom 14%
Middle
Bottom 23%
Middle
—
Bottom 27%
Bottom 10%
—

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Tectonic Hybrid411.3× avg
TON 618371.2× avg
Nebula Tremor301.3× avg
Sly Puma281.1× avg
Alicia200.7× avg
Yellow Lightning191.2× avg
Blissful Splash141.4× avg
Lush Ghost131.4× avg
Bold Boost131.0× avg
Beckham121.3× avg
No Facts100.9× avg
EXPBIKECB1601361.0× avg
EXPBIKECB1661.5× avg
Steel Rebel51.6× avg
Ionic Void41.0× avg
Lavaflow40.0× avg
EXPBIKECB1600341.0× avg
EXPBIKECB1000830.0× avg
EXPBIKECB1000130.0× avg
EXPBIKECB1030.0× avg
EXPBIKECB1601830.0× avg
Pretend Wizard30.0× avg
Sonic Outlaw30.7× avg
Blue Blood32.0× avg
Mist Blaze20.0× avg
In Game Currency20.0× avg
EXPBIKECB1603010.0× 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%62%
21000m 6 gate madness100%50%
31200m 12 gate WTA100%20%
41400m 1v1100%67%
51200m 6 gate madness100%53%
61800m 1v1100%69%
71600m 6 gate madness100%70%
81800m 12 gate WTA100%20%
92200m 1v1100%55%
102000m 6 gate madness100%67%
112200m 6 gate madness100%89%
121000m 1v1100%62%
131000m 6 gate madness100%50%
141400m 1v1100%67%
151200m 6 gate madness100%53%
161800m 1v1100%69%
171600m 6 gate madness100%70%
182200m 1v199%55%
191000m 1v199%62%
201200m 6 gate madness99%53%
212000m 6 gate madness96%67%
222200m 6 gate madness91%89%
232200m 1v185%55%
241000m 1v180%62%
251400m 1v175%67%
262000m 6 gate madness67%67%
271800m 1v159%69%
281000m 6 gate madness54%50%
292200m 1v138%55%
301200m 6 gate madness28%53%
311600m 6 gate madness20%70%
321200m 1v120%—
332000m 6 gate madness9%67%
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).