Team report · Lower league

Thirsty Camel

Power 33.4 · #25 of 26 on Measure · Power Rankings
Compare with
Losing the most points

No weak spots with enough rounds yet.

Winning the most points

No strong spots with enough rounds yet.

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 (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 first

Each 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.

Thirsty Camel
Core2000m12 gate madnessavg 25% · 2.0/map1600m1v1avg 50% · 2.0/map1800m6 gate madnessavg 50% · 1.5/map2200m24 gate madnessavg 13% · 1.3/map2200m6 gate WTAavg 17% · 1.2/map1800m4 gate WTAavg 25% · 1.1/map2000m4 gate WTAavg 25% · 1.0/map1000m1v1avg 50% · 1.0/map2200m6 gate madnessavg 50% · 1.0/map1800m24 gate madnessavg 13% · 1.0/map
Grand Theft Warrior
18%
top 3 1/4
—
40%
7.2%
top 3 0/2
11%
won 2/4
17%
19%
won 2/4
—
43%
top 3 3/4
6.7%
Big Balkan
15%
top 3 0/4
51%
40%
8.2%
top 3 0/2
12%
19%
16%
46%
40%
8.6%
top 3 0/4
Sweet Eternity
16%
51%
47%
—
—
20%
won 0/4
18%
47%
—
7.0%
Thunderstorm Fangs CSM
—
53%
49%
top 3 1/4
—
—
23%
—
★55%
—
9.3%
top 3 1/4
Devious Warrior
—
44%
33%
—
—
15%
—
53%
—
6.6%
top 3 0/4
Skibidi Rizz
13%
top 3 0/4
—
45%
6.4%
top 3 0/2
9.1%
21%
14%
—
33%
8.7%
top 3 1/4
Riled Eternity
—
52%
42%
—
—
20%
—
45%
—
8.7%
top 3 0/4
Bohica
14%
—
37%
6.4%
top 3 0/2
9.1%
17%
15%
—
32%
top 3 0/4
7.1%
top 3 0/4
Maple Rocket
13%
top 3 0/4
—
47%
6.3%
top 3 0/2
8.6%
19%
15%
won 0/4
48%
35%
6.6%
top 3 0/4
Turkish
19%
43%
40%
7.9%
top 3 0/2
12%
19%
21%
45%
45%
8.2%
top 3 0/4
Mean Panther
—
—
—
—
—
—
—
49%
won 3/4
—
—
Maniae
23%
top 3 1/4
—
40%
7.3%
top 3 0/2
10%
18%
23%
41%
37%
top 3 1/4
7.8%
Crazy Eternity
18%
50%
won 2/4
50%
—
—
25%
19%
53%
—
13%
I Hope You Die
13%
top 3 0/4
—
29%
6.3%
top 3 0/2
8.3%
14%
13%
—
25%
6.3%
top 3 0/4
Willie B. Hardigan
13%
—
27%
6.3%
top 3 0/2
8.4%
13%
13%
—
26%
6.3%
top 3 0/4
Yellowstone Escape CSM
—
47%
—
—
—
—
—
45%
—
—
Infinite Dapper CS
—
—
—
—
—
—
—
47%
—
—
Infinite Toast
—
52%
44%
top 3 1/4
—
—
18%
—
49%
—
6.5%
Toyota Hilux
13%
—
31%
6.3%
top 3 0/2
8.4%
won 0/4
14%
13%
—
26%
6.5%
top 3 0/4
Devious Nimbus
24%
54%
48%
9.1%
13%
24%
24%
48%
45%
11%
top 3 0/4
Beg For Paradise
—
52%
46%
—
—
20%
—
44%
—
7.5%
Artisan Trance
—
★54%
★54%
top 3 2/4
—
—
24%
—
50%
—
7.9%
Devious Balkan CS
—
51%
43%
6.4%
top 3 0/2
9.2%
19%
won 2/4
—
47%
35%
7.3%
Midas
15%
42%
35%
6.3%
top 3 0/2
8.7%
won 0/4
15%
16%
—
29%
6.5%
Cant Hurt Me
22%
—
—
—
—
—
23%
51%
—
—

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Grand Theft Warrior431.1× avg
Big Balkan340.6× avg
Sweet Eternity 310.6× avg
Thunderstorm Fangs CSM282.2× avg
Devious Warrior 281.4× avg
Skibidi Rizz270.2× avg
Riled Eternity240.7× avg
Bohica230.2× avg
Maple Rocket220.0× avg
Turkish210.0× avg
Mean Panther201.3× avg
Maniae200.8× avg
Crazy Eternity 191.5× avg
I Hope You Die160.0× avg
Willie B. Hardigan160.0× avg
Yellowstone Escape CSM160.3× avg
Infinite Dapper CS161.0× avg
Infinite Toast160.8× avg
Toyota Hilux140.0× avg
Devious Nimbus120.6× avg
Beg For Paradise 120.3× avg
Artisan Trance121.0× avg
Devious Balkan CS101.1× avg
Midas90.7× avg
Cant Hurt Me81.0× 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.

Measure, round by round

The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.

12000m 4 gate WTA100%50%
22200m 6 gate WTA100%50%
31000m 1v1100%75%
42200m 6 gate madness100%25%
52000m 12 gate madness100%25%
61800m 24 gate madness100%25%
71600m 4 gate WTA100%50%
81200m 6 gate WTA100%25%
91600m 1v1100%50%
101000m 6 gate madness100%75%
111400m 12 gate madness100%50%
121000m 24 gate madness100%75%
131200m 4 gate WTA100%50%
142000m 6 gate WTA100%0%
151600m 1v1100%50%
161800m 6 gate madness100%25%
172000m 12 gate madness100%25%
182200m 24 gate madness98%0%
191800m 4 gate WTA98%50%
201800m 6 gate WTA96%50%
212000m 1v192%—
221600m 6 gate madness88%75%
231000m 12 gate madness88%—
241200m 24 gate madness84%50%
251400m 4 gate WTA72%50%
261600m 6 gate WTA64%67%
271400m 1v150%100%
281800m 6 gate madness48%25%
291800m 12 gate madness40%50%
302200m 24 gate madness34%0%
311800m 4 gate WTA16%50%
322200m 6 gate WTA16%50%

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).