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 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 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Danger | 28% top 3 1/4 | 47% | 48% | 15% top 3 1/3 | 19% won 1/4 | 24% won 1/4 | 27% won 0/4 | 41% | 53% top 3 1/4 | 13% top 3 0/4 |
| Screaming Jet | 27% top 3 0/4 | 49% | 54% top 3 2/4 | 12% top 3 1/3 | 17% won 1/4 | 25% won 0/4 | 27% won 1/4 | 53% | ★57% top 3 4/4 | 11% top 3 1/4 |
| Cranky | 27% top 3 1/4 | 51% | 57% | 12% top 3 1/3 | 17% won 0/4 | 29% | 27% | 43% | 54% top 3 1/4 | 14% top 3 2/4 |
| Reboot Rising | 18% | 44% | 43% top 3 0/4 | 8.8% top 3 0/3 | 13% | 21% | 18% | — | 42% | 9.9% top 3 0/4 |
| Plasma Fighter | 26% top 3 1/4 | 54% | ★60% top 3 3/4 | 11% top 3 0/3 | 16% | ★32% | 26% | — | 54% | ★16% top 3 0/4 |
| Don't Look Back In Anger | 21% | 51% | 46% | 9.9% | 14% | 22% | 21% | 52% won 3/4 | 44% | 9.8% |
| Rocket Dash | ★30% | 53% | 46% | 9.3% | 13% | 23% | ★30% | 52% | 40% | 12% |
| Chumbawamba | — | 49% | 42% | 8.9% | 13% | 19% | — | 50% | 42% | 7.5% |
| Pot Hunter | 24% top 3 1/4 | — | 45% | ★16% top 3 1/3 | ★20% | 22% | 24% | — | 53% | 11% top 3 1/4 |
| Fluorescent Adolescent | 19% top 3 1/4 | 45% | 32% | 12% top 3 1/3 | 16% | 15% | 20% | — | 46% | 6.7% top 3 0/4 |
| Cheapshot | 23% | 49% | 52% | 8.8% top 3 0/3 | 13% | 22% | 23% | — | 47% | 7.6% top 3 0/4 |
| Hellfire Hannah | 21% | 48% | 46% | 7.8% top 3 0/3 | 11% | 23% | 21% | ★56% | 37% | 12% top 3 1/4 |
| Speed Storm | 18% | 49% | 45% | 7.2% top 3 0/3 | 11% | 21% | 18% | 50% | 39% | 9.0% top 3 0/4 |
| Morgan le Fay | 20% | 51% won 2/4 | 48% | 11% | 14% | 25% | 20% | 47% | 44% | 14% |
| Wrist Rocket | 21% | 50% | 47% | 10% | 13% | 24% | 21% | 52% | 42% | 12% |
| The Shuffler | — | 48% | — | 6.8% | 9.7% | — | — | 50% | 34% | — |
| Dandy Blossom in my pants | 14% | 44% | 41% | 6.7% | 9.7% | 20% | 14% | 51% | 35% | 9.3% |
| Big Blind Bluff | — | 49% | 48% | 13% | 16% | 25% | — | 53% | 49% | 14% |
| Loo-hoo-zuh-her | — | — | — | — | — | — | — | 49% | — | — |
| Scarlett O'Hara | 18% | 48% | 46% | 8.7% top 3 0/3 | 12% | 23% | 18% | — | 40% | 12% top 3 1/4 |
| Thnks fr th Mmrs | — | 50% | 46% | 6.5% | 9.7% | 22% | — | 46% | 38% | 10% |
| CTRL‑F13 | — | 53% | — | — | — | — | — | 54% | — | — |
| Bellona Bloodlust | 24% | ★56% | 53% | 7.6% top 3 0/2 | 12% | 27% | 24% | 51% | 43% | 13% top 3 1/2 |
| Damn The Man | 19% | 47% | 37% | 11% top 3 0/1 | 14% | 18% | 20% | — | 42% | 8.3% top 3 0/2 |
| Pumped Up Kicks | — | — | — | — | — | — | — | 43% | — | — |
| Pot Goblin | — | — | — | — | — | — | — | 50% | — | — |
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).