- 1000m 1v1 34% · 25th of 26 · 15 rounds
- 1600m 24 gate WTA 25% · 22nd of 23 · 8 rounds
- 1400m 4 gate WTA 18% · 22nd of 25 · 6 rounds
- 1200m 6 gate madness 83% · 3rd of 25 · 6 rounds
- 1000m 6 gate madness 74% · 2nd of 26 · 10 rounds
- 2200m 1v1 75% · 1st of 26 · 8 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 (across the maps played). Grey = fewer than 3 rounds. Blank = that segment isn't on any map. 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
The races that come up most across the four maps, 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% · 1.5/map | 2200m24 gate madnessavg 13% · 1.2/map | 1000m6 gate madnessavg 50% · 1.1/map | 1400m1v1avg 50% · 1.0/map | 1200m6 gate madnessavg 50% · 1.0/map | 2200m1v1avg 50% · 1.0/map | 2000m6 gate WTAavg 17% · 1.0/map | 1600m6 gate madnessavg 50% · 0.9/map | 2200m6 gate madnessavg 50% · 0.9/map | 1800m24 gate madnessavg 13% · 0.8/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Distant Desert | Bottom 27% top 3 0/5 | Bottom 20% top 3 7/10 | Bottom 7% won 2/3 | Bottom 13% top 3 5/6 | Bottom 26% top 3 1/5 | |||||
| Indigo Roadster | Middle top 3 2/5 | Middle | Middle won 3/15 | Bottom 19% top 3 1/5 | Top 21% top 3 6/9 | Bottom 25% top 3 0/5 | ||||
| Primary Injection | Middle top 3 0/5 | Bottom 35% won 1/15 | Bottom 11% top 3 0/2 | Bottom 32% top 3 1/3 | Bottom 40% top 3 0/5 | |||||
| Digital Dave | Top 33% top 3 1/5 | ★Top 12% won 4/6 | Middle won 1/3 | Bottom 17% top 3 2/2 | ★Top 6% top 3 5/9 | Bottom 22% top 3 0/5 | ||||
| Vivid Lightning | Middle won 5/15 | Middle top 3 7/10 | Bottom 34% top 3 1/6 | |||||||
| I'm Feeling Lucky | Bottom 23% top 3 0/5 | ★Top 39% top 3 0/3 | Top 31% top 3 0/3 | |||||||
| Sand Dune | Middle won 0/1 | Bottom 29% top 3 5/6 | Bottom 25% | |||||||
| Lost King | Bottom 11% top 3 0/5 | Bottom 22% | Bottom 23% top 3 1/2 | |||||||
| Prime Directive | Middle top 3 1/5 | Bottom 18% | Middle top 3 1/5 | |||||||
| Winning Core | Bottom 33% top 3 0/5 | Bottom 21% won 1/12 | Bottom 12% top 3 2/6 | Bottom 27% top 3 0/5 | ||||||
| Crimson Fire | Bottom 21% top 3 6/10 | |||||||||
| Ember Siren | ★Top 20% top 3 0/5 | Bottom 20% top 3 3/3 | ★Top 1% top 3 3/5 | |||||||
| Take Me Home | Bottom 8% top 3 0/3 | |||||||||
| Dandy Don't Do It! | Bottom 39% top 3 0/5 | Bottom 15% top 3 0/5 | ||||||||
| Juan Wick | Bottom 12% | Bottom 23% top 3 1/3 | ||||||||
| Lively and Intriguing | Bottom 2% top 3 0/3 | |||||||||
| Lost Cause | Bottom 15% top 3 0/5 | Bottom 14% top 3 0/2 | ||||||||
| Thug McMuffin | Middle top 3 1/5 | Bottom 5% | ||||||||
| Causation | Bottom 3% | Bottom 9% top 3 0/2 |
Cores in 1400m 24 gate madness
← all cores- Sand Dunetop 3 1 of 2 (avg 13%) · league rank Middle (12%)
- Juan Wicktop 3 0 of 2 (avg 13%) · league rank Middle (12%)
- Distant Deserttop 3 1 of 2 (avg 13%) · league rank Middle (12%)
- Crimson Firetop 3 0 of 2 (avg 13%) · league rank Middle (11%)
- I'm Feeling Luckytop 3 0 of 2 (avg 13%)
- Indigo Roadstertop 3 0 of 2 (avg 13%)
- Lost Kingtop 3 0 of 2 (avg 13%) · league rank Middle (11%)
- Take Me Hometop 3 0 of 2 (avg 13%) · league rank Bottom 34% (9.9%)
- Vivid Lightningtop 3 1 of 2 (avg 13%) · league rank Bottom 32% (9.6%)
- Thug McMuffintop 3 0 of 2 (avg 13%) · league rank Bottom 29% (9.3%)
- Lost Causetop 3 0 of 2 (avg 13%) · league rank Bottom 19% (8.0%)
- Causationtop 3 0 of 2 (avg 13%) · league rank Bottom 8% (6.8%)
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).