- 1400m 1v1 38% · 25th of 32 · 21 rounds
- 1800m 1v1 45% · 22nd of 32 · 20 rounds
- 2200m 6 gate madness 44% · 20th of 31 · 16 rounds
- 1000m 1v1 62% · 8th of 33 · 30 rounds
- 2000m 6 gate madness 60% · 10th of 32 · 21 rounds
- 2200m 1v1 57% · 9th of 32 · 25 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 Thunderbolt | ★54% won 18/30 | 54% top 3 12/27 | — | 48% | — | — | ★55% top 3 13/19 | 53% | — | 10% won 1/8 |
| Alchemy | 51% | 54% top 3 15/27 | 41% | 51% won 8/21 | — | 47% | 51% top 3 8/19 | 46% | 39% | 10% won 1/8 |
| Save the Clock Tower | 52% | 51% | 52% | 51% | 51% top 3 15/21 | ★53% won 9/20 | 52% | 55% top 3 14/18 | 52% top 3 8/16 | 9.5% |
| Be Good | 48% | 47% | ★55% won 14/25 | 49% | ★57% top 3 9/15 | 53% | 47% | 52% top 3 3/13 | ★57% top 3 8/16 | 6.8% |
| Walter White | 53% | ★57% | 49% | 50% | 48% top 3 9/21 | 52% | 53% | 55% top 3 8/18 | 49% top 3 8/16 | ★15% |
| Marty McFly | 53% | 51% top 3 14/27 | 42% | 49% | 39% | 45% | 53% top 3 10/19 | 47% | 41% | 11% won 0/8 |
| Heads Will Roll | — | 40% | 47% | 52% | 46% top 3 1/6 | 52% | — | ★57% top 3 0/3 | 46% | 4.5% |
| April Ludgate | 52% | 52% | 43% | 50% | — | 38% | 52% | 46% | 41% | 9.3% won 1/8 |
| Memorable and Unique | 48% | 50% | 40% | 50% | 37% | 43% | 48% | 50% | 38% | 9.1% won 0/8 |
| The Golden Man | 50% | 50% | 49% | 49% | 39% | — | 49% | 47% | 49% | 9.1% won 2/8 |
| Rare External | 51% | 44% | 47% | ★54% | 47% | 49% | 51% | 56% | 46% | 7.3% |
| Maureen Ponderosa | 53% | 54% | 41% | 52% | 50% | 49% | 54% | 49% top 3 1/2 | 39% | 9.0% |
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).