Team report · Lower league

Thirsty Camel

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Thirsty Camel vs ♠ Direthreat Racing ♠

Each box: left = your win %, right = theirs, with rounds played · green = ahead, red = behind (5+ points)

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 (across the maps played). Grey = fewer than 3 rounds. Blank = that segment isn't on any map. Grey cells are races this team has rarely played: some segments sit once on a map or only in late rounds most matches never reach (the “/map” figure), and early in a season even common ones have few rounds. The Summary only uses segments with 6+ rounds, with win rates steadied toward 50% — a lucky 4 from 4 won't top the list. Click a cell to see which cores ran it.

Cores in 2000m 6 gate madness

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Thirsty Camel
  • Devious Nimbustop 3 5 of 10 (avg 50%) · league rank Bottom 23% (48%)
  • Grand Theft Warriortop 3 8 of 13 (avg 50%) · league rank Bottom 16% (45%)
  • Bohicatop 3 0 of 3 (avg 50%) · league rank Bottom 2% (33%)
  • Skibidi Rizztop 3 0 of 3 (avg 50%) · league rank Bottom 1% (32%)
  • Toyota Hiluxtop 3 1 of 10 (avg 50%) · league rank Bottom 1% (28%)
♠ Direthreat Racing ♠
  • Titaniumtop 3 4 of 4 (avg 50%) · league rank Top 1% (65%)
  • Zesty Ridetop 3 1 of 1 (avg 50%)
  • Tiny Dancertop 3 1 of 1 (avg 50%)
  • Lucidtop 3 2 of 4 (avg 50%) · league rank Middle (52%)
  • Midnight Specialtop 3 6 of 10 (avg 50%) · league rank Bottom 39% (51%)
  • Resiliencetop 3 3 of 5 (avg 50%) · league rank Bottom 28% (49%)
  • Golden Goosetop 3 4 of 5 (avg 50%) · league rank Bottom 24% (48%)
  • Astrotop 3 1 of 5 (avg 50%) · league rank Bottom 22% (47%)
  • Beauty Dancertop 3 2 of 5 (avg 50%) · league rank Bottom 13% (44%)
  • Scrambled Eggstop 3 0 of 1 (avg 50%)
  • Unique Threattop 3 0 of 4 (avg 50%) · league rank Bottom 6% (37%)

♠ Direthreat Racing ♠: Power 31.1, #24. 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).