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.

Cores in 2200m 1v1

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TMBPOTD

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).