- 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 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% · 3.8/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 | ★Top 7% won 18/30 | ★Top 13% top 3 12/27 | ★Top 9% top 3 13/19 | Top 24% won 1/8 | ||||||
| Alchemy | Top 15% top 3 15/27 | Middle won 8/21 | Middle top 3 8/19 | Top 23% won 1/8 | ||||||
| Save the Clock Tower | Bottom 30% | Bottom 37% top 3 15/21 | Middle won 9/20 | Top 17% top 3 14/18 | Bottom 37% top 3 8/16 | |||||
| Be Good | Middle won 14/25 | ★Top 12% top 3 9/15 | Middle top 3 3/13 | ★Top 27% top 3 8/16 | ||||||
| Walter White | Bottom 25% top 3 9/21 | Top 13% top 3 8/18 | Bottom 25% top 3 8/16 | |||||||
| Marty McFly | Top 21% | Middle top 3 14/27 | Top 21% top 3 10/19 | ★Top 14% won 0/8 | ||||||
| Heads Will Roll | ★Top 33% | Bottom 18% top 3 1/6 | ★Top 4% top 3 0/3 | Bottom 19% | ||||||
| April Ludgate | Top 34% | Top 37% won 1/8 | ||||||||
| Memorable and Unique | Top 39% won 0/8 | |||||||||
| The Golden Man | Top 39% won 2/8 | |||||||||
| Rare External | Bottom 19% | |||||||||
| Maureen Ponderosa | Bottom 26% top 3 1/2 |
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).