Team report · Lower league

KREMMELL

Power 42.8 · #21 of 26 on Anchor · Power Rankings
Compare with
Losing the most points
  • 2000m 6 gate madness 22% · 26th of 26 · 13 rounds
  • 1000m 1v1 34% · 24th of 26 · 21 rounds
  • 1000m 6 gate madness 39% · 18th of 25 · 14 rounds
Winning the most points
  • 2200m 1v1 62% · 9th of 25 · 11 rounds
  • 2200m 6 gate madness 70% · 5th of 25 · 10 rounds
  • 1800m 1v1 55% · 9th of 25 · 14 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/map2200m1v1avg 50% · 3.3/map1200m6 gate madnessavg 50% · 3.2/map1400m1v1avg 50% · 2.8/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 7/21
Bottom 37%
top 3 6/12
Bottom 22%
top 3 8/14
Middle
won 0/6
Mango Madness
Bottom 31%
won 7/11
Middle
top 3 4/13
★Top 18%
Middle
top 3 6/10
Madness 2
★Top 7%
Bottom 22%
top 3 6/13
Top 17%
top 3 3/6
Bottom 17%
top 3 5/10
Tenebris
Middle
won 8/14
★Top 8%
top 3 4/6
Bottom 7%
won 0/6
Mad Swine
Middle
top 3 4/12
Bottom 35%
top 3 6/14
Middle
won 0/6
Borat
Middle
top 3 10/12
Top 12%
won 1/3
Top 30%
Middle
won 1/6
The Last Hairbender
★Top 34%
top 3 4/14
Bottom 31%
won 0/6
Biafra
Middle
top 3 6/13
Bald Crusader
Middle
top 3 7/10
Lucky Left Nut
Middle
top 3 4/6
★Top 11%
won 1/6
Medulla
Bottom 18%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Tyrone Biggums640.9× avg
Mango Madness521.1× avg
Madness 2460.8× avg
Tenebris381.0× avg
Mad Swine320.7× avg
Borat321.3× avg
The Last Hairbender200.5× avg
Biafra190.9× avg
Bald Crusader161.3× avg
Lucky Left Nut121.4× avg
Medulla62.0× 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%34%
21000m 6 gate madness100%39%
31200m 12 gate WTA100%33%
41400m 1v1100%33%
51200m 6 gate madness100%50%
61800m 1v1100%55%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%33%
92200m 1v1100%62%
102000m 6 gate madness100%22%
112200m 6 gate madness100%70%
121000m 1v1100%34%
131000m 6 gate madness100%39%
141400m 1v1100%33%
151200m 6 gate madness100%50%
161800m 1v1100%55%
171600m 6 gate madness100%50%
182200m 1v1100%62%
191000m 1v196%34%
201200m 6 gate madness95%50%
212000m 6 gate madness87%22%
222200m 6 gate madness85%70%
232200m 1v185%62%
241000m 1v184%34%
251400m 1v176%33%
262000m 6 gate madness71%22%
271800m 1v162%55%
281000m 6 gate madness49%39%
292200m 1v136%62%
301200m 6 gate madness22%50%
311600m 6 gate madness16%50%
321200m 1v116%67%
332000m 6 gate madness7%22%
341400m 6 gate madness7%20%
351200m 6 gate madness5%50%
362200m 1v15%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).