Team report · Lower league

Thirsty Camel

Power 23.5 · #24 of 24 on Miracles · Power Rankings
Compare with
Losing the most points
  • 2200m 24 gate madness 21% · 21st of 24 · 14 rounds
  • 2000m 22 gate WTA 33% · 13th of 19 · 6 rounds
  • 1400m 24 gate madness 33% · 14th of 18 · 6 rounds
Winning the most points
  • 1200m 22 gate WTA 56% · 11th of 24 · 9 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 (Miracles). Grey = fewer than 3 rounds. Blank = that segment isn't on Miracles. 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 · Miracles

The races that come up most on Miracles, 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
Core2200m24 gate madnessavg 13% · 5.1/map2000m22 gate WTAavg 4.5% · 3.3/map1800m24 gate madnessavg 13% · 3.2/map1000m22 gate WTAavg 4.5% · 3.1/map1600m22 gate WTAavg 4.5% · 2.0/map1400m24 gate madnessavg 13% · 2.0/map1200m22 gate WTAavg 4.5% · 1.9/map1400m22 gate WTAavg 4.5% · 1.6/map1000m24 gate madnessavg 13% · 1.0/map2200m22 gate WTAavg 4.5% · 1.0/map
Midas
6.3%
top 3 0/14
2.4%
won 0/6
6.5%
top 3 0/5
—
2.5%
won 0/9
—
—
—
—
2.3%
won 0/3
Turkish
7.9%
top 3 3/14
2.6%
won 1/6
8.2%
top 3 1/5
2.5%
2.6%
won 0/9
—
2.6%
—
7.9%
2.5%
won 0/3
Artisan Trance
—
—
7.9%
top 3 1/5
2.4%
won 0/5
2.6%
won 0/9
9.2%
top 3 1/6
2.4%
won 0/9
2.7%
won 0/1
7.3%
top 3 0/3
—
Devious Balkan CS
6.4%
top 3 0/14
—
7.3%
top 3 0/5
2.5%
2.9%
won 0/9
—
2.6%
won 0/9
—
won 0/1
8.0%
2.3%
Maple Rocket
6.3%
top 3 0/14
2.3%
won 0/6
6.6%
top 3 0/5
2.4%
—
8.1%
—
2.5%
7.4%
top 3 0/3
2.3%
won 0/3
Grand Theft Warrior
7.2%
top 3 2/14
2.4%
won 0/6
6.7%
top 3 0/5
—
—
—
—
—
—
2.4%
won 0/3
Toyota Hilux
6.3%
top 3 0/14
2.3%
won 0/6
6.5%
top 3 0/5
—
—
—
—
—
—
2.3%
won 0/3
Thunderstorm Fangs CSM
—
—
9.3%
★9.1%
won 1/5
5.2%
won 2/9
15%
top 3 2/6
★7.2%
won 2/9
5.3%
won 0/1
★20%
top 3 1/3
—
Big Balkan
8.2%
top 3 3/14
2.3%
won 0/6
8.6%
top 3 0/5
3.4%
2.6%
6.3%
4.2%
2.3%
10%
top 3 0/3
2.7%
Maniae
7.3%
top 3 0/14
3.9%
won 1/6
7.8%
top 3 0/5
2.5%
—
—
—
—
7.4%
top 3 0/3
2.5%
won 0/3
Devious Warrior
—
—
6.6%
4.5%
won 0/5
3.4%
won 0/9
10%
top 3 0/6
4.4%
won 0/9
3.3%
won 0/1
14%
top 3 1/3
—
Beg For Paradise
—
—
7.5%
2.3%
won 0/5
2.5%
won 0/9
8.7%
top 3 0/6
2.4%
won 0/9
2.6%
won 0/1
6.6%
top 3 0/3
—
Crazy Eternity
—
2.4%
13%
3.9%
won 0/5
3.8%
won 1/9
★17%
top 3 1/6
3.7%
won 1/9
★6.2%
won 0/1
12%
top 3 1/3
—
Sweet Eternity
—
2.3%
7.0%
top 3 0/5
2.4%
2.3%
won 0/9
7.7%
top 3 0/6
2.4%
won 0/9
2.4%
7.0%
—
Bohica
6.4%
top 3 0/14
2.3%
won 0/6
7.1%
top 3 0/5
—
—
—
—
—
—
2.3%
won 0/3
Willie B. Hardigan
6.3%
top 3 0/14
2.3%
won 0/6
6.3%
—
—
—
—
—
—
2.3%
won 0/3
I Hope You Die
6.3%
top 3 0/14
2.3%
won 0/6
6.3%
—
—
—
—
—
—
2.3%
won 0/3
Infinite Toast
—
—
6.5%
top 3 0/5
2.3%
2.4%
won 0/9
6.9%
top 3 0/6
2.3%
2.3%
won 0/1
6.7%
top 3 0/3
—
Skibidi Rizz
6.4%
top 3 1/14
2.3%
won 0/6
8.7%
—
—
—
—
—
—
2.3%
won 0/3
Infinite Dapper CS
—
—
—
4.2%
won 0/5
—
8.1%
top 3 0/6
2.7%
won 1/9
2.6%
won 0/1
12%
top 3 0/3
—
Riled Eternity
—
—
8.7%
2.9%
won 0/5
★6.1%
11%
top 3 0/6
5.3%
won 1/9
3.7%
won 0/1
9.0%
top 3 0/3
—
Mean Panther
—
—
—
2.7%
won 0/5
—
9.3%
top 3 1/6
3.2%
won 0/9
2.9%
won 0/1
8.8%
top 3 0/3
—
Yellowstone Escape CSM
—
—
—
2.3%
won 0/5
2.4%
6.5%
top 3 0/6
2.3%
won 0/9
2.3%
6.9%
—
Devious Nimbus
9.1%
4.5%
11%
4.2%
won 0/5
5.9%
won 1/9
—
2.5%
—
won 1/1
12%
2.9%
won 1/3
Cant Hurt Me
—
3.4%
—
2.6%
won 0/5
—
6.4%
top 3 0/6
2.9%
2.3%
8.5%
—

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Midas430.0× avg
Turkish431.6× avg
Artisan Trance430.6× avg
Devious Balkan CS420.0× avg
Maple Rocket380.0× avg
Grand Theft Warrior350.6× avg
Toyota Hilux350.0× avg
Thunderstorm Fangs CSM353.2× avg
Big Balkan340.8× avg
Maniae340.6× avg
Devious Warrior 340.4× avg
Beg For Paradise 340.0× avg
Crazy Eternity 342.1× avg
Sweet Eternity 340.0× avg
Bohica320.0× avg
Willie B. Hardigan300.0× avg
I Hope You Die290.0× avg
Infinite Toast280.0× avg
Skibidi Rizz270.8× avg
Infinite Dapper CS250.5× avg
Riled Eternity251.0× avg
Mean Panther250.5× avg
Yellowstone Escape CSM210.0× avg
Devious Nimbus193.2× avg
Cant Hurt Me130.0× 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.

Miracles, round by round

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

12000m 22 gate WTA100%33%
22200m 24 gate madness100%21%
31000m 22 gate WTA100%21%
42200m 24 gate madness100%21%
52000m 22 gate WTA100%33%
61800m 24 gate madness100%0%
71600m 22 gate WTA100%44%
81400m 24 gate madness100%33%
91200m 22 gate WTA100%56%
102200m 24 gate madness100%21%
111400m 22 gate WTA100%100%
121000m 24 gate madness100%33%
132200m 22 gate WTA100%33%
141400m 24 gate madness100%33%
151600m 22 gate WTA100%44%
161800m 24 gate madness100%0%
172000m 22 gate WTA100%33%
182200m 24 gate madness96%21%
191200m 22 gate WTA93%56%
202200m 24 gate madness86%21%
211000m 22 gate WTA82%21%
221800m 24 gate madness82%0%
231000m 22 gate WTA79%21%
241200m 24 gate madness71%100%
251400m 22 gate WTA64%100%
261600m 24 gate madness54%0%
271000m 22 gate WTA50%21%
281800m 24 gate madness36%0%
292000m 22 gate WTA29%33%
302200m 24 gate madness18%21%
311800m 22 gate WTA11%0%
322200m 24 gate madness11%21%

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).