- 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 | Bottom 5% | — | Top 11% won 5/12 | — | Top 11% top 3 6/10 | Middle | Bottom 4% | Bottom 32% top 3 3/8 | Top 9% top 3 5/8 | — |
| Digital Dave | — | — | ★Top 2% | — | ★Top 10% top 3 5/10 | Middle | — | Bottom 30% top 3 3/8 | ★Top 2% top 3 5/8 | — |
| Vivid Lightning | ★Top 29% won 6/15 | Middle | — | Bottom 27% | — | — | ★Top 29% top 3 6/10 | — | — | Middle won 1/4 |
| Distant Desert | Bottom 34% | Bottom 21% top 3 4/12 | Bottom 5% | Bottom 20% | Bottom 5% | Bottom 4% | Bottom 35% top 3 4/10 | Bottom 7% | Bottom 8% | Middle won 1/4 |
| Thug McMuffin | Bottom 10% | Bottom 8% top 3 3/12 | Bottom 37% | Bottom 14% | — | — | Bottom 12% | — | Bottom 36% | Bottom 21% won 0/4 |
| Pepperoni | Bottom 29% | Middle top 3 8/12 | Bottom 2% | Bottom 22% | Bottom 1% | Bottom 2% | Bottom 25% | Bottom 6% | Bottom 1% | Bottom 3% won 0/4 |
| Sand Dune | Top 39% | Middle | Bottom 28% | ★Top 31% won 4/10 | — | Bottom 14% | Top 39% | Bottom 34% | Bottom 28% | Middle won 0/4 |
| Primary Injection | — | — | Middle | Middle | Middle | Bottom 34% won 3/10 | — | Bottom 17% | Middle | — |
| Winning Roadster | — | — | Bottom 26% | — | Bottom 32% top 3 2/10 | Bottom 13% | — | Bottom 4% | Bottom 24% | — |
| Prime Directive | — | — | Middle | Bottom 22% | Bottom 28% | Middle | — | Bottom 32% top 3 2/8 | Middle | — |
| Winning Core | — | — | Bottom 29% | — | Bottom 30% | Bottom 19% | — | Bottom 6% | Bottom 29% top 3 3/8 | — |
| Lost King | Bottom 35% | Bottom 33% | Bottom 3% | Bottom 27% | Bottom 6% | Bottom 6% | Bottom 36% top 3 4/10 | Bottom 9% | Bottom 4% | Bottom 38% |
| Crimson Fire | Bottom 35% | Middle | — | Top 36% | — | — | Bottom 36% | Bottom 21% | — | Middle won 0/4 |
Cores
Click a heat-map cell to see who ran that segmentEarns 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.
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).