Team report · all teams

MACE Racing - Patticakes

Power 38.4 · #31 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 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
Winning the most points
  • 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

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
Indigo Roadster421.0× avg
Digital Dave301.1× avg
Vivid Lightning291.0× avg
Distant Desert260.8× avg
Thug McMuffin160.5× avg
Pepperoni161.3× avg
Sand Dune140.8× avg
Primary Injection140.6× avg
Winning Roadster140.4× avg
Prime Directive120.5× avg
Winning Core120.7× avg
Lost King100.8× avg
Crimson Fire40.0× 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%40%
21000m 6 gate madness100%44%
31200m 12 gate WTA100%50%
41400m 1v1100%39%
51200m 6 gate madness100%33%
61800m 1v1100%33%
71600m 6 gate madness100%13%
81800m 12 gate WTA100%50%
92200m 1v1100%43%
102000m 6 gate madness100%29%
112200m 6 gate madness100%63%
121000m 1v1100%40%
131000m 6 gate madness100%44%
141400m 1v1100%39%
151200m 6 gate madness100%33%
161800m 1v1100%33%
171600m 6 gate madness100%13%
182200m 1v199%43%
191000m 1v199%40%
201200m 6 gate madness99%33%
212000m 6 gate madness96%29%
222200m 6 gate madness91%63%
232200m 1v185%43%
241000m 1v180%40%
251400m 1v175%39%
262000m 6 gate madness67%29%
271800m 1v159%33%
281000m 6 gate madness54%44%
292200m 1v138%43%
301200m 6 gate madness28%33%
311600m 6 gate madness20%13%
321200m 1v120%—
332000m 6 gate madness9%29%
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).