- 1600m 6 gate madness 13% · 31st of 32 · 8 rounds
- 1200m 6 gate madness 33% · 30th of 33 · 12 rounds
- 2000m 6 gate madness 29% · 29th of 32 · 10 rounds
- 2200m 6 gate madness 63% · 8th of 31 · 8 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 1v1 | 40% 15r · 27th · 3.8/map | — | 39% 10r · 24th · 2.7/map | — | 33% 10r · 29th · 2.6/map | — | 43% 12r · 21st · 3.2/map |
| 6 gate madness | 44% 10r · 21st · 2.5/map | 33% 12r · 30th · 3.3/map | — | 13% 8r · 31st · 2.2/map | 29% 10r · 29th · 2.7/map | 63% 8r · 8th · 1.9/map | |
| 12 gate WTA | 50% 4r · 14th · 1.0/map | 50% 4r · 14th · 1.0/map |
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 firstWhere 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.
| Core | 1000m1v1avg 50% · 3.8/map | 1200m6 gate madnessavg 50% · 3.3/map | 2200m1v1avg 50% · 3.2/map | 1400m1v1avg 50% · 2.7/map | 2000m6 gate madnessavg 50% · 2.7/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.2/map | 2200m6 gate madnessavg 50% · 1.9/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Indigo Roadster | Middle won 5/12 | Top 22% top 3 6/10 | Bottom 19% top 3 3/8 | Top 21% top 3 5/8 | ||||||
| Digital Dave | ★Top 12% | ★Top 21% top 3 5/10 | Bottom 17% top 3 3/8 | ★Top 6% top 3 5/8 | ||||||
| Vivid Lightning | Middle won 6/15 | Bottom 34% | Middle top 3 6/10 | Bottom 32% won 1/4 | ||||||
| Distant Desert | Bottom 13% top 3 4/12 | Bottom 7% | Bottom 20% top 3 4/10 | Bottom 30% won 1/4 | ||||||
| Thug McMuffin | Bottom 5% top 3 3/12 | Bottom 9% won 0/4 | ||||||||
| Pepperoni | Bottom 26% top 3 8/12 | Bottom 1% won 0/4 | ||||||||
| Sand Dune | Bottom 29% | Middle won 4/10 | Bottom 29% won 0/4 | |||||||
| Primary Injection | Bottom 13% won 3/10 | Bottom 11% | Bottom 32% | |||||||
| Winning Roadster | Bottom 15% top 3 2/10 | |||||||||
| Prime Directive | Bottom 18% | Bottom 18% top 3 2/8 | ||||||||
| Winning Core | Bottom 12% top 3 3/8 | |||||||||
| Lost King | Bottom 22% top 3 4/10 | Bottom 23% | ||||||||
| Crimson Fire | Bottom 21% | Bottom 38% won 0/4 |
Cores in 1200m 12 gate WTA
← all cores- Crimson Firewon 0 of 4 (avg 8.3%) · league rank Bottom 38% (7.3%)
- Vivid Lightningwon 1 of 4 (avg 8.3%) · league rank Bottom 32% (6.9%)
- Distant Desertwon 1 of 4 (avg 8.3%) · league rank Bottom 30% (6.8%)
- Sand Dunewon 0 of 4 (avg 8.3%) · league rank Bottom 29% (6.7%)
- Thug McMuffinwon 0 of 4 (avg 8.3%) · league rank Bottom 9% (5.2%)
- Pepperoniwon 0 of 4 (avg 8.3%) · league rank Bottom 1% (4.3%)
Anchor, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.
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).