- 1600m 6 gate madness 28% · 37th of 40 · 19 rounds
- 1800m 1v1 37% · 37th of 40 · 24 rounds
- 1400m 1v1 40% · 31st of 40 · 25 rounds
- 2000m 6 gate madness 71% · 3rd of 40 · 24 rounds
- 1000m 6 gate madness 71% · 3rd of 40 · 23 rounds
- 1000m 1v1 62% · 6th of 40 · 34 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% · 3.9/map | 2200m1v1avg 50% · 3.4/map | 1200m6 gate madnessavg 50% · 3.3/map | 2000m6 gate madnessavg 50% · 2.8/map | 1400m1v1avg 50% · 2.8/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.1/map | 2200m6 gate madnessavg 50% · 2.0/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| I Love Goldd | Middle top 3 18/31 | ★Top 18% won 10/25 | Middle top 3 11/23 | Middle won 0/9 | ||||||
| Golden Child | Top 22% | Middle top 3 15/31 | Top 22% top 3 15/23 | ★Top 25% won 0/9 | ||||||
| The One | Middle won 6/16 | Top 20% top 3 18/24 | Top 28% top 3 8/17 | |||||||
| Rash Decision | Top 30% top 3 9/24 | Top 29% top 3 11/17 | ||||||||
| Paradise | Bottom 37% | Bottom 24% | Bottom 39% top 3 7/13 | Bottom 31% top 3 7/18 | Bottom 25% | Middle won 2/9 | ||||
| Holiday | Bottom 18% top 3 8/17 | Bottom 31% won 2/9 | ||||||||
| Unify Orbit | ★Top 4% won 6/7 | ★Top 32% top 3 8/14 | ★Top 3% top 3 5/10 | Bottom 30% won 0/4 | ||||||
| Doom | Bottom 8% won 6/17 | ★Top 24% top 3 4/12 | ||||||||
| Abyss | Middle won 7/13 | ★Top 7% top 3 6/10 | Top 22% top 3 3/7 | |||||||
| Doctor Phil | Top 35% won 10/19 | Bottom 35% won 0/9 | ||||||||
| Airball | Top 32% top 3 10/14 | ★Top 19% top 3 7/10 | ||||||||
| The Diamond | Middle top 3 7/18 | |||||||||
| Minute Maid | Middle won 2/7 | Top 26% top 3 4/7 | Bottom 1% | |||||||
| Sapphire Speedster | Middle won 5/8 | |||||||||
| The Divine | Middle | Top 32% won 0/5 |
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 01, with each round weighted by how often maps reach it (most maps end by round 27–30).