- 1600m 24 gate WTA 25% · 21st of 23 · 8 rounds
- 2200m 16 gate WTA 25% · 19th of 22 · 8 rounds
- 2000m 6 gate WTA 42% · 15th of 25 · 12 rounds
No strong spots with enough rounds yet.
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 4 gate WTA | 75% 4r · 2nd · 2.0/map | 25% 4r · 15th · 1.1/map | 50% 8r · 11th · 2.0/map | — | 100% 5r · 1st · 1.7/map | ||
| 6 gate WTA | — | 25% 4r · 18th · 1.5/map | 42% 12r · 15th · 3.0/map | ||||
| 16 gate WTA | 25% 4r · 16th · 1.1/map | 25% 4r · 14th · 2.0/map | 33% 3r · 11th · 0.9/map | — | 25% 8r · 19th · 2.0/map | ||
| 24 gate WTA | 50% 4r · 8th · 1.0/map | 50% 4r · 7th · 1.0/map | 25% 8r · 21st · 3.4/map | 33% 3r · 7th · 0.9/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 (Glory). Grey = fewer than 3 rounds. Blank = that segment isn't on Glory. 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 · Glory
The races that come up most on Glory, 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 | 1600m24 gate WTAavg 4.2% · 3.4/map | 2000m6 gate WTAavg 17% · 3.0/map | 1200m6 gate WTAavg 17% · 2.1/map | 1000m4 gate WTAavg 25% · 2.0/map | 1400m16 gate WTAavg 6.3% · 2.0/map | 1800m4 gate WTAavg 25% · 2.0/map | 2200m16 gate WTAavg 6.3% · 2.0/map | 2200m4 gate WTAavg 25% · 1.7/map | 1400m6 gate WTAavg 17% · 1.5/map | 1400m4 gate WTAavg 25% · 1.1/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Distant Desert | Bottom 32% won 0/8 | Bottom 25% | Bottom 24% won 0/4 | Middle won 0/4 | Bottom 22% | Bottom 30% won 0/4 | Bottom 21% won 1/4 | |||
| Primary Injection | Bottom 22% won 0/8 | Bottom 35% won 1/12 | Bottom 20% won 1/8 | Bottom 39% won 1/8 | ||||||
| Indigo Roadster | Bottom 15% won 0/8 | Middle won 3/12 | Bottom 17% | Bottom 39% won 1/8 | Middle won 2/5 | |||||
| Sand Dune | Bottom 35% won 0/8 | Bottom 30% | Middle won 0/4 | Middle won 1/4 | Middle won 0/4 | |||||
| I'm Feeling Lucky | Middle won 1/8 | Bottom 17% won 0/4 | Bottom 16% won 0/8 | |||||||
| Winning Core | Bottom 19% won 0/8 | Bottom 21% won 1/12 | Bottom 27% won 0/8 | |||||||
| Vivid Lightning | Bottom 33% | Middle won 3/4 | Bottom 26% won 0/4 | |||||||
| Lost King | Bottom 31% won 0/8 | Bottom 36% won 0/4 | ||||||||
| Prime Directive | Bottom 30% won 0/8 | Bottom 30% won 3/8 | Bottom 32% won 0/8 | |||||||
| Digital Dave | Bottom 9% won 0/8 | Middle | Middle won 0/8 | ★Top 27% won 3/5 | ||||||
| Take Me Home | Bottom 33% won 0/8 | Bottom 28% won 0/4 | ||||||||
| Juan Wick | Middle won 1/4 | |||||||||
| Ember Siren | Middle won 1/8 | ★Top 36% won 0/8 | ||||||||
| Dandy Don't Do It! | Bottom 19% won 0/8 | Bottom 30% won 0/8 | ||||||||
| Crimson Fire | Middle | Bottom 35% | Bottom 33% won 0/4 | |||||||
| Lost Cause | Bottom 22% | |||||||||
| Thug McMuffin | Bottom 9% | Bottom 25% won 0/4 | ||||||||
| Causation | Bottom 9% | Bottom 7% |
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.
Glory, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Glory.
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).