- 1000m 1v1 32% · 32nd of 33 · 15 rounds
- 1600m 6 gate madness 12% · 32nd of 32 · 9 rounds
- 1400m 1v1 37% · 28th of 32 · 11 rounds
- 1200m 6 gate madness 57% · 9th of 33 · 14 rounds
- 2200m 6 gate madness 62% · 12th of 31 · 8 rounds
- 2000m 6 gate madness 57% · 12th of 32 · 12 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 firstEach core's chance of earning the point in that race against a typical league field, from its Pro League times (★ = best on the roster); underneath, its real record there this season. Read down a column to pick who runs it.
| Core | 1000m1v1avg 50% · 3.8/map | 1200m6 gate madnessavg 50% · 3.3/map | 2200m1v1avg 50% · 3.2/map | 1400m1v1avg 50% · 2.7/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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Golden Child | 53% won 3/7 | 51% top 3 6/14 | 43% | 51% | 40% | 47% | 53% top 3 6/10 | 49% | 41% | ★10% won 0/4 |
| Unify Orbit | ★54% won 2/8 | 53% top 3 10/14 | 41% | 51% | 43% | 45% | ★56% top 3 6/10 | 46% | 37% | 6.8% won 0/4 |
| I Love Goldd | 51% | 51% top 3 5/8 | 46% | ★53% won 4/11 | 36% | 48% | 51% top 3 2/10 | 50% | 44% | 7.7% won 0/4 |
| Paradise | 50% | 48% | 49% | 49% | 51% top 3 5/12 | 52% | 50% | 50% top 3 2/9 | 49% top 3 4/8 | 8.5% won 0/4 |
| Abyss | 45% | 40% | ★55% won 6/15 | 47% | ★58% top 3 8/12 | 51% | 42% | 49% | ★58% top 3 7/8 | 4.3% |
| Hilltop Hustle | 46% | 40% | 53% | 46% | 57% | 51% won 5/10 | 43% | 45% | 55% top 3 4/8 | 4.2% |
| Minute Maid | 47% | 43% | 46% | 49% | 47% | 51% | 46% | ★53% top 3 5/9 | 43% | 4.3% won 0/4 |
| Misty Meadow | 52% | ★55% top 3 2/6 | 38% | 51% | 35% | 46% | 53% | 46% | 32% | 4.8% won 0/4 |
| Fart In The Wind | 50% | 44% | 49% | 45% | 52% top 3 6/12 | ★53% | 50% | 50% | 48% | 5.7% |
| The Diamond | 46% | 43% | 48% | 48% | 44% | 51% | 46% | 51% top 3 3/9 | 47% | 6.2% |
| Storm Legacy | 48% | 49% | 41% | 46% | 35% | 46% | 47% | 47% | 39% | 6.2% |
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 Preseason 00, with each round weighted by how often maps reach it (most maps end by round 27–30).