MACE Racing - Patticakes
No weak spots with enough rounds yet.
No strong spots with enough rounds yet.
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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 · Measure
The races that come up most on Measure, 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 | 2000m12 gate madnessavg 25% · 2.0/map | 1600m1v1avg 50% · 2.0/map | 1800m6 gate madnessavg 50% · 1.5/map | 2200m24 gate madnessavg 13% · 1.3/map | 2200m6 gate WTAavg 17% · 1.2/map | 1800m4 gate WTAavg 25% · 1.1/map | 2000m4 gate WTAavg 25% · 1.0/map | 1000m1v1avg 50% · 1.0/map | 2200m6 gate madnessavg 50% · 1.0/map | 1800m24 gate madnessavg 13% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Indigo Roadster | Middle top 3 2/3 | Bottom 11% won 1/3 | Bottom 31% top 3 2/3 | Middle | Bottom 33% won 0/3 | Bottom 17% won 1/2 | Bottom 39% won 1/3 | Top 21% top 3 2/3 | Bottom 25% top 3 0/3 | |
| Primary Injection | Middle top 3 1/3 | Bottom 21% top 3 1/3 | Middle | Bottom 22% won 1/3 | Bottom 20% won 0/2 | Bottom 28% won 1/3 | Bottom 32% top 3 1/3 | Bottom 40% top 3 0/3 | ||
| Digital Dave | Middle top 3 0/3 | Bottom 39% top 3 1/3 | Top 33% | Middle won 0/3 | ★Top 6% top 3 2/3 | Bottom 22% top 3 0/3 | ||||
| Distant Desert | Bottom 27% | Bottom 26% top 3 1/3 | ||||||||
| Vivid Lightning | Middle won 2/3 | |||||||||
| Ember Siren | Bottom 26% top 3 0/3 | ★Top 20% | ★Top 1% top 3 1/3 | |||||||
| Lost King | Bottom 11% | Bottom 23% | ||||||||
| Lively and Intriguing | Bottom 2% top 3 0/3 | |||||||||
| Sand Dune | Bottom 25% | |||||||||
| Take Me Home | Bottom 8% top 3 0/3 | |||||||||
| Winning Core | Bottom 26% top 3 0/3 | Bottom 33% | Bottom 12% | Bottom 27% top 3 0/3 | ||||||
| I'm Feeling Lucky | Middle | Bottom 23% | Top 31% top 3 0/3 | |||||||
| Prime Directive | Bottom 19% top 3 0/3 | Bottom 29% | Middle | Bottom 30% | Middle top 3 1/3 | |||||
| Dandy Don't Do It! | Bottom 39% | Bottom 15% top 3 0/3 | ||||||||
| Juan Wick | Bottom 12% | Bottom 23% top 3 1/3 | ||||||||
| Lost Cause | Bottom 15% | Bottom 14% | ||||||||
| Thug McMuffin | Middle | |||||||||
| Causation | Bottom 3% | Bottom 9% |
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.
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).