Team report · all teams · alpha

TMBPOTD

Power 55.7 · #7 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1600m 6 gate madness 15% · 30th of 32 · 9 rounds
  • 1200m 6 gate madness 41% · 27th of 33 · 13 rounds
  • 2200m 1v1 41% · 24th of 32 · 13 rounds
Winning the most points
  • 1000m 6 gate madness 65% · 5th of 32 · 9 rounds
  • 1000m 1v1 58% · 11th of 33 · 16 rounds
  • 2200m 6 gate madness 63% · 9th of 31 · 8 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.

Roster fit · Anchor

The races that come up most on Anchor, most frequent first

Where 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.

TMBPOTD
Core1000m1v1avg 50% · 3.8/map1200m6 gate madnessavg 50% · 3.3/map2200m1v1avg 50% · 3.2/map1400m1v1avg 50% · 2.7/map2000m6 gate madnessavg 50% · 2.7/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.2/map2200m6 gate madnessavg 50% · 1.9/map1200m12 gate WTAavg 8.3% · 1.0/map
Mean Trick
Middle
top 3 5/10
Bottom 30%
top 3 1/10
★Top 20%
won 1/4
★Top 3%
top 3 2/9
Bottom 22%
Grungy and Pure
Bottom 19%
top 3 4/10
★Top 4%
★Top 8%
top 3 7/10
★Top 4%
top 3 6/8
Harmonys Cash
Middle
won 5/13
Top 33%
top 3 6/10
Middle
top 3 4/8
Absolute Gum
Top 20%
won 8/15
Top 16%
top 3 5/9
Expensive Sunlight
Middle
Middle
top 3 1/3
Bottom 35%
Top 35%
top 3 5/8
Top 34%
won 1/4
Larry Skelly
★Top 11%
won 1/1
Middle
top 3 3/3
Middle
won 4/7
★Top 12%
top 3 1/1
Middle
Top 31%
won 2/4
Rock The Bells
Bottom 7%
top 3 1/10
Dodgers 2025 WS Champions
★Top 25%
Middle
top 3 5/9
Middle
won 0/4
Ember Heard
Bottom 37%
Top 35%
top 3 6/9
Bottom 24%
Ember Rush
Bottom 30%
won 3/5
Bottom 25%
top 3 1/5
Bitter Beer Face
Middle
top 3 2/3
Top 36%
won 0/4
Massive Prize Pool
Middle
top 3 0/2
Grand Theft Victor
Top 35%
top 3 3/6
Stella Artois
Top 38%
Top 27%
won 0/4
Larry the Horse
★Top 25%
won 1/3
Kimas Double Ds
Top 40%
Delicate Flyer
Top 39%
Top 38%
Top 24%
top 3 0/2
Absolute Dodger Three-Peat
★Top 26%
won 0/1

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Mean Trick370.5× avg
Grungy and Pure341.2× avg
Harmonys Cash311.0× avg
Absolute Gum241.1× avg
Expensive Sunlight161.3× avg
Larry Skelly161.7× avg
Rock The Bells140.2× avg
Dodgers 2025 WS Champions131.0× avg
Ember Heard131.2× avg
Ember Rush120.8× avg
Bitter Beer Face71.1× avg
Massive Prize Pool61.5× avg
Grand Theft Victor61.0× avg
Stella Artois40.0× avg
Larry the Horse40.6× avg
Kimas Double Ds40.0× avg
Delicate Flyer20.0× avg
Absolute Dodger Three-Peat10.0× 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%58%
21000m 6 gate madness100%65%
31200m 12 gate WTA100%75%
41400m 1v1100%47%
51200m 6 gate madness100%41%
61800m 1v1100%42%
71600m 6 gate madness100%15%
81800m 12 gate WTA100%50%
92200m 1v1100%41%
102000m 6 gate madness100%39%
112200m 6 gate madness100%63%
121000m 1v1100%58%
131000m 6 gate madness100%65%
141400m 1v1100%47%
151200m 6 gate madness100%41%
161800m 1v1100%42%
171600m 6 gate madness100%15%
182200m 1v199%41%
191000m 1v199%58%
201200m 6 gate madness99%41%
212000m 6 gate madness96%39%
222200m 6 gate madness91%63%
232200m 1v185%41%
241000m 1v180%58%
251400m 1v175%47%
262000m 6 gate madness67%39%
271800m 1v159%42%
281000m 6 gate madness54%65%
292200m 1v138%41%
301200m 6 gate madness28%41%
311600m 6 gate madness20%15%
321200m 1v120%100%
332000m 6 gate madness9%39%
341400m 6 gate madness9%—

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).