Team report · all teams

KREMMELL

Power 46.4 · #25 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 6 gate madness 31% · 30th of 32 · 18 rounds
  • 2200m 6 gate madness 29% · 24th of 31 · 14 rounds
  • 2000m 6 gate madness 40% · 24th of 32 · 21 rounds
Winning the most points
  • 1600m 6 gate madness 77% · 3rd of 32 · 17 rounds
  • 1000m 1v1 59% · 10th of 33 · 27 rounds
  • 1200m 12 gate WTA 71% · 8th of 30 · 7 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.

KREMMELL
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
Tyrone Biggums
Bottom 23%
won 16/27
Bottom 37%
top 3 8/25
Bottom 22%
top 3 7/18
Middle
won 0/7
Mango Madness
Bottom 31%
won 12/25
Middle
top 3 12/21
★Top 18%
Middle
top 3 7/14
Madness 2
★Top 7%
Bottom 22%
top 3 6/21
Top 17%
top 3 12/17
Bottom 17%
top 3 2/14
Borat
Middle
top 3 15/25
Top 12%
won 9/20
Top 30%
Middle
won 1/7
Mad Swine
Middle
top 3 14/25
Bottom 35%
top 3 9/18
Middle
won 1/7
Tenebris
Middle
won 9/20
★Top 8%
top 3 8/17
Bottom 7%
won 0/7
The Last Hairbender
★Top 34%
top 3 8/18
Bottom 31%
won 1/7
Biafra
Middle
top 3 10/21
Bald Crusader
Middle
top 3 7/14
Lucky Left Nut
Middle
top 3 8/11
★Top 11%
won 1/5
Ten Mangoes
Top 15%
top 3 2/6
Medulla
Bottom 18%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Tyrone Biggums770.9× avg
Mango Madness671.0× avg
Madness 2590.9× avg
Borat531.1× avg
Mad Swine511.1× avg
Tenebris510.9× avg
The Last Hairbender290.8× avg
Biafra280.9× avg
Bald Crusader210.9× avg
Lucky Left Nut161.5× avg
Ten Mangoes80.9× avg
Medulla70.0× 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%59%
21000m 6 gate madness100%31%
31200m 12 gate WTA100%71%
41400m 1v1100%46%
51200m 6 gate madness100%45%
61800m 1v1100%49%
71600m 6 gate madness100%77%
81800m 12 gate WTA100%43%
92200m 1v1100%47%
102000m 6 gate madness100%40%
112200m 6 gate madness100%29%
121000m 1v1100%59%
131000m 6 gate madness100%31%
141400m 1v1100%46%
151200m 6 gate madness100%45%
161800m 1v1100%49%
171600m 6 gate madness100%77%
182200m 1v199%47%
191000m 1v199%59%
201200m 6 gate madness99%45%
212000m 6 gate madness96%40%
222200m 6 gate madness91%29%
232200m 1v185%47%
241000m 1v180%59%
251400m 1v175%46%
262000m 6 gate madness67%40%
271800m 1v159%49%
281000m 6 gate madness54%31%
292200m 1v138%47%
301200m 6 gate madness28%45%
311600m 6 gate madness20%77%
321200m 1v120%0%
332000m 6 gate madness9%40%
341400m 6 gate madness9%100%

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).