- 1800m 12 gate WTA 10% · 38th of 38 · 10 rounds
- 1000m 1v1 46% · 27th of 40 · 40 rounds
- 1800m 1v1 45% · 26th of 40 · 28 rounds
- 1000m 6 gate madness 61% · 9th of 40 · 26 rounds
- 2000m 6 gate madness 59% · 10th of 40 · 32 rounds
- 1600m 6 gate madness 61% · 10th of 40 · 24 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 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 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Liberation | Top 9% won 18/40 | — | Top 27% top 3 20/36 | — | Top 29% | — | Top 10% top 3 16/26 | Middle | — | ★Top 26% won 2/10 |
| Hotshot Pedal | Bottom 32% | ★Top 6% won 19/36 | Bottom 13% | ★Top 11% top 3 16/32 | Bottom 8% | Top 34% | Bottom 32% | Middle | ★Top 7% top 3 14/20 | Middle |
| Obedient Lady | Top 39% | — | Middle top 3 15/36 | — | Middle | Middle | Top 39% | ★Top 6% top 3 11/24 | — | Middle won 1/10 |
| GTO 🔨 | Bottom 24% | Top 12% | Bottom 28% | Top 28% top 3 17/32 | Bottom 16% | Top 35% | Bottom 25% | Bottom 25% | Top 13% top 3 10/20 | Middle |
| GTO | Bottom 10% | Top 29% | Bottom 18% | Top 31% top 3 15/32 | Bottom 23% | Middle | Bottom 12% | Bottom 29% | Top 29% top 3 8/20 | Middle |
| London Muscle | ★Top 2% | — | Bottom 28% | — | Top 34% won 16/30 | — | ★Top 2% | Top 38% top 3 12/24 | — | Middle |
| Lunar Adventure | Top 21% | — | Middle top 3 18/36 | — | Middle | — | Top 20% | Bottom 9% | — | Middle won 1/10 |
| Bergkamps Thunderbolt | Top 25% | — | Bottom 39% | — | Bottom 14% | — | Top 24% top 3 13/26 | Bottom 31% | — | Middle won 0/10 |
| Ivory Pearl | Bottom 6% | Middle | Bottom 17% | Bottom 33% | Bottom 37% | Top 23% won 13/28 | Bottom 10% | Top 24% | Middle | Middle |
| Inspiration | Middle | Middle | ★Top 14% | — | ★Top 24% | ★Top 11% | Middle | Top 9% top 3 18/24 | Middle | Middle |
| One More Hemi | Top 28% | — | Top 22% | — | Bottom 23% | — | Top 28% top 3 12/26 | — | — | Top 36% |
| StarAtlas | Top 37% | — | Bottom 34% | — | Bottom 17% | — | Top 37% | — | — | Middle won 0/10 |
| Leverage | Middle | — | Middle | — | Bottom 19% | — | Middle | Bottom 8% | — | Bottom 20% won 0/10 |
| GTO Gryffindor | Bottom 20% | Top 14% | — | Top 33% | Bottom 39% | Middle | Bottom 20% | Bottom 10% | Top 14% | — |
| Oxlivia | Bottom 3% | Middle | — | Middle | Middle | Bottom 37% | Bottom 4% | Bottom 32% | Middle | — |
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).