- 1800m 1v1 42% · 30th of 40 · 37 rounds
- 1200m 6 gate madness 45% · 26th of 40 · 49 rounds
- 2200m 6 gate madness 44% · 25th of 40 · 27 rounds
- 1000m 1v1 63% · 4th of 40 · 55 rounds
- 2000m 6 gate madness 62% · 8th of 40 · 44 rounds
- 1600m 6 gate madness 57% · 14th 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 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% · 3.9/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 |
|---|---|---|---|---|---|---|---|---|---|---|
| New Slang | 52% won 31/51 | — | 52% top 3 28/46 | — | 48% won 2/6 | — | 53% top 3 18/34 | — | — | 6.5% |
| Save the Clock Tower | 52% | 52% won 11/24 | 51% | 51% top 3 15/44 | 51% | 53% won 1/2 | 52% | 55% top 3 20/34 | 52% top 3 1/3 | 9.5% |
| Walter White | 53% | 49% | 57% | 48% top 3 23/44 | 50% | 52% | 53% | 55% top 3 18/34 | 49% top 3 0/2 | ★15% |
| Be Good | 48% | 55% won 1/3 | 47% | 57% top 3 29/41 | 49% | 53% | 47% | 52% | 57% top 3 17/27 | 6.8% |
| Clara Clayton | 53% | — | 51% top 3 14/39 | — | 48% | — | 54% top 3 14/34 | — | — | 4.6% |
| Marty McFly | 53% | 42% | 51% top 3 6/10 | 39% | 49% | 45% | 53% top 3 18/36 | 47% | 41% | 11% won 2/14 |
| Glistening Thunder | — | — | — | — | ★57% won 13/20 | 57% won 11/17 | — | ★60% top 3 8/16 | — | — |
| April Ludgate | 52% | 43% | 52% top 3 24/46 | — | 50% | 38% | 52% | 46% | 41% | 9.3% won 1/14 |
| Heads Will Roll | — | 47% | 40% | 46% top 3 3/3 | 52% won 6/13 | 52% | — | 57% top 3 0/1 | 46% top 3 4/12 | 4.5% |
| Thundering Fire | — | 49% won 12/22 | — | 48% | 51% | ★58% | — | 55% | 49% top 3 3/13 | — |
| Rare External | 51% | 47% | 44% | 47% | 54% | 49% won 3/18 | 51% | 56% | 46% | 7.3% |
| Alchemy | 51% | 41% | 54% top 3 0/3 | — | 51% won 0/3 | 47% | 51% top 3 2/2 | 46% | 39% | 10% won 2/14 |
| Maureen Ponderosa | 53% | 41% | 54% | 50% | 52% | 49% | 54% | 49% top 3 8/17 | 39% | 9.0% |
| Golden Thunderbolt | ★54% won 4/4 | — | 54% top 3 2/3 | — | 48% | — | ★55% top 3 2/2 | 53% | — | 10% won 0/7 |
| The Golden Man | 50% | 49% | 50% | 39% | 49% | — | 49% | 47% | 49% | 9.1% won 1/14 |
| Perseus Spirit | 54% | 41% | 45% | 49% | 47% | 40% | 54% | 46% | 39% | 7.8% won 1/13 |
| Babs Kramer | 51% | 49% | 48% | 46% | 44% | 52% | 52% | 53% | 49% top 3 4/12 | 4.9% |
| Jasper's Money | — | ★58% | — | ★57% | — | 50% | — | 48% | ★62% top 3 10/12 | — |
| Juicy Swag | 53% | — | 58% | — | 49% | — | 54% | 43% | — | 12% won 2/7 |
| Rare Larry | — | 48% | ★61% | 48% | 43% | 48% | — | 54% | 47% | 11% |
| Memorable and Unique | 48% | 40% | 50% | 37% | 50% | 43% | 48% | 50% | 38% | 9.1% won 0/1 |
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).