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.

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.

MACE Racing - Patticakes
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
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 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).