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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Paradise | Top 35% | Bottom 20% won 1/4 | ★Top 36% top 3 1/4 | Top 33% top 3 0/1 | ★Top 33% won 1/4 | Bottom 25% | ★Top 15% top 3 0/4 | |||
| Minute Maid | Bottom 9% top 3 0/4 | Middle | Bottom 5% top 3 0/1 | Bottom 17% won 0/4 | Bottom 12% top 3 0/4 | |||||
| Golden Child | Middle top 3 0/1 | Top 22% | Top 39% top 3 0/4 | |||||||
| Rash Decision | Top 9% | Bottom 31% top 3 2/4 | Top 3% top 3 0/1 | Top 12% won 1/4 | Top 15% won 0/4 | Top 29% top 3 2/4 | Top 21% top 3 2/4 | |||
| Airball | ★Top 6% top 3 1/4 | ★Top 1% top 3 0/1 | ★Top 1% won 0/4 | ★Top 9% won 1/4 | ★Top 19% top 3 4/4 | Top 29% top 3 0/4 | ||||
| The One | Top 32% top 3 3/4 | Top 34% top 3 0/1 | Middle won 2/4 | Top 28% top 3 2/4 | Middle top 3 1/4 | |||||
| I Love Goldd | Bottom 22% top 3 0/1 | Bottom 38% top 3 0/4 | ||||||||
| Holiday | Top 25% top 3 1/4 | Top 8% top 3 0/1 | Top 26% top 3 0/4 | |||||||
| Unify Orbit | Bottom 12% | ★Top 4% | Bottom 26% top 3 0/4 | |||||||
| The Divine | Bottom 22% top 3 2/4 | Middle top 3 0/1 | Top 38% top 3 0/4 | |||||||
| Queenie Weenie | Bottom 29% top 3 0/4 | |||||||||
| Fart In The Wind | Top 34% top 3 3/4 | Middle top 3 1/1 | Bottom 26% | Top 21% | ||||||
| Doom | Bottom 18% top 3 0/4 | Top 38% | Middle top 3 1/4 | |||||||
| Sapphire Speedster | Middle won 1/4 | |||||||||
| The Diamond | Middle top 3 0/1 | Top 15% | ||||||||
| Doctor Phil | Top 35% |
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).