- 1000m 1v1 25% · 26th of 26 · 12 rounds
- 2000m 6 gate madness 46% · 16th of 26 · 9 rounds
- 1200m 6 gate madness 83% · 3rd of 25 · 6 rounds
- 1000m 6 gate madness 77% · 2nd of 25 · 7 rounds
- 2200m 1v1 67% · 5th of 25 · 6 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the leagueEach 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 | 2200m1v1avg 50% · 3.3/map | 1200m6 gate madnessavg 50% · 3.2/map | 1400m1v1avg 50% · 2.8/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 | Top 22% top 3 4/9 | Bottom 19% top 3 0/3 | Top 21% top 3 4/6 | ||||||
| Vivid Lightning | Middle won 3/12 | Bottom 34% top 3 1/6 | Middle top 3 5/7 | Bottom 32% | ||||||
| Digital Dave | ★Top 12% won 4/6 | ★Top 21% top 3 3/9 | Bottom 17% | ★Top 6% top 3 3/6 | ||||||
| Distant Desert | Bottom 13% top 3 5/6 | Bottom 7% won 2/3 | Bottom 20% top 3 5/7 | Bottom 30% | ||||||
| Sand Dune | Bottom 29% top 3 5/6 | Middle | Bottom 29% won 0/3 | |||||||
| Prime Directive | Bottom 18% won 6/9 | Bottom 18% | ||||||||
| I'm Feeling Lucky | Bottom 34% top 3 5/9 | ★Top 39% top 3 0/3 | ||||||||
| Crimson Fire | Bottom 21% top 3 4/7 | Bottom 38% won 1/3 | ||||||||
| Winning Core | Bottom 12% top 3 2/6 | |||||||||
| Lost King | Bottom 22% | Bottom 23% won 0/3 | ||||||||
| Primary Injection | Bottom 13% | Bottom 11% | Bottom 32% | |||||||
| Lost Cause | Bottom 16% won 0/3 | |||||||||
| Take Me Home | Bottom 37% won 1/3 | |||||||||
| Causation | Bottom 15% won 0/3 | |||||||||
| Ember Siren | Bottom 20% top 3 3/3 |
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 Season 01, with each round weighted by how often maps reach it (most maps end by round 27–30).