Team report · all teams · alpha

🏁Elkins Racing🏁

Power 52.9 · #13 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 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
Winning the most points
  • 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 league

Each 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.

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Golden Thunderbolt871.2× avg
Alchemy840.9× avg
Save the Clock Tower841.2× avg
Be Good771.0× avg
Walter White630.9× avg
Marty McFly621.0× avg
Heads Will Roll110.2× avg
April Ludgate81.5× avg
Memorable and Unique80.0× avg
The Golden Man83.0× avg
Rare External64.0× avg
Maureen Ponderosa21.0× avg

Earns 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.

11000m 1v1100%62%
21000m 6 gate madness100%52%
31200m 12 gate WTA100%63%
41400m 1v1100%38%
51200m 6 gate madness100%49%
61800m 1v1100%45%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%63%
92200m 1v1100%57%
102000m 6 gate madness100%60%
112200m 6 gate madness100%44%
121000m 1v1100%62%
131000m 6 gate madness100%52%
141400m 1v1100%38%
151200m 6 gate madness100%49%
161800m 1v1100%45%
171600m 6 gate madness100%50%
182200m 1v199%57%
191000m 1v199%62%
201200m 6 gate madness99%49%
212000m 6 gate madness96%60%
222200m 6 gate madness91%44%
232200m 1v185%57%
241000m 1v180%62%
251400m 1v175%38%
262000m 6 gate madness67%60%
271800m 1v159%45%
281000m 6 gate madness54%52%
292200m 1v138%57%
301200m 6 gate madness28%49%
311600m 6 gate madness20%50%
321200m 1v120%100%
332000m 6 gate madness9%60%
341400m 6 gate madness9%0%

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).