No weak spots with enough rounds yet.
- 1800m 6 gate madness 73% · 5th of 27 · 7 rounds
- 1600m 1v1 63% · 10th of 29 · 8 rounds
- 2000m 12 gate madness 63% · 8th of 29 · 8 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 (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 firstWhere 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.
| Core | 2000m12 gate madnessavg 25% · 2.0/map | 1600m1v1avg 50% · 2.0/map | 1800m6 gate madnessavg 50% · 1.4/map | 2200m24 gate madnessavg 13% · 1.2/map | 2200m6 gate WTAavg 17% · 1.1/map | 1800m4 gate WTAavg 25% · 1.1/map | 1000m1v1avg 50% · 1.0/map | 1400m12 gate madnessavg 25% · 1.0/map | 2000m4 gate WTAavg 25% · 1.0/map | 2200m6 gate madnessavg 50% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Ember Heard | Top 39% top 3 2/6 | Middle won 5/8 | Middle top 3 5/7 | Top 35% top 3 1/7 | ★Top 40% won 2/5 | ★Top 10% top 3 0/3 | Bottom 24% | |||
| Mean Trick | Bottom 34% top 3 3/8 | ★Top 4% | ★Top 10% top 3 4/7 | Bottom 33% top 3 0/7 | Bottom 16% won 0/5 | Middle won 0/5 | Bottom 22% top 3 0/4 | |||
| Grungy and Pure | Top 31% top 3 2/8 | Top 30% top 3 3/7 | Top 15% top 3 0/7 | Top 23% won 0/5 | Middle won 1/4 | ★Top 4% top 3 2/4 | ||||
| Expensive Sunlight | Middle won 0/3 | Top 29% top 3 3/4 | ||||||||
| Harmonys Cash | ★Top 8% top 3 2/8 | Top 7% top 3 2/7 | Top 23% won 2/5 | ★Top 14% won 2/4 | Middle top 3 1/4 | |||||
| Bitter Beer Face | Top 13% top 3 1/4 | |||||||||
| Larry Skelly | Top 33% | ★Top 11% won 1/1 | Top 28% top 3 3/3 | |||||||
| Legendary Osprey | Bottom 6% top 3 0/5 | |||||||||
| Hell has Frozen Over | Top 28% top 3 1/8 | ★Top 6% top 3 3/7 | ||||||||
| Glorius Bastard | Bottom 28% top 3 1/8 | Middle top 3 0/7 | ||||||||
| Absolute Gum | Top 20% | |||||||||
| Dodgers 2025 WS Champions | Middle | Top 12% | ||||||||
| Larrys Boy is a Cat | Middle top 3 1/7 | |||||||||
| Grand Theft Victor | Middle | Top 30% top 3 1/7 | Top 35% | |||||||
| Stella Artois | Top 18% top 3 0/1 | |||||||||
| Massive Prize Pool | Top 28% | |||||||||
| Give 'em Hell | Top 39% | Top 33% top 3 0/7 | ||||||||
| Rock The Bells | Bottom 15% | |||||||||
| Thistle | Bottom 15% top 3 0/2 | |||||||||
| Ember Rush | Top 7% top 3 1/2 | |||||||||
| DNA Daily Bonus Badge Long | Top 29% top 3 1/3 | |||||||||
| Little Bitz | Middle top 3 0/3 | |||||||||
| Delicate Flyer | Top 11% top 3 2/2 | Top 7% top 3 0/2 | ★Top 19% | Top 24% | ||||||
| Larrys Bullseye | Middle top 3 0/2 | Top 39% top 3 0/1 | ||||||||
| Trust Me Bro Pick of the Day | Middle top 3 1/2 |
Cores in 1000m 12 gate madness
← all cores- Thistletop 3 1 of 1 (avg 25%)
- Stella Artoistop 3 1 of 1 (avg 25%)
- Bitter Beer Facetop 3 2 of 3 (avg 25%) · league rank Top 3% (31%)
- Larry Skellytop 3 1 of 2 (avg 25%) · league rank Top 13% (29%)
- Expensive Sunlighttop 3 1 of 4 (avg 25%) · league rank Top 18% (29%)
- Absolute Gumtop 3 0 of 3 (avg 25%) · league rank Top 33% (27%)
- Dodgers 2025 WS Championstop 3 1 of 4 (avg 25%) · league rank Top 35% (27%)
- Sprint on that Thangtop 3 0 of 4 (avg 25%) · league rank Middle (26%)
- Larry the Horsetop 3 0 of 1 (avg 25%)
- Ember Rushtop 3 0 of 1 (avg 25%)
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 Preseason 00, with each round weighted by how often maps reach it (most maps end by round 27–30).