- 1200m 6 gate madness 22% · 32nd of 33 · 10 rounds
- 1000m 6 gate madness 22% · 31st of 32 · 8 rounds
- 1600m 6 gate madness 33% · 23rd of 32 · 6 rounds
- 1800m 1v1 78% · 3rd of 32 · 8 rounds
- 2200m 6 gate madness 67% · 7th of 31 · 6 rounds
- 2000m 6 gate madness 60% · 11th of 32 · 8 rounds
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the league| 1000m | 1200m | 1400m | 1600m | 1800m | 2000m | 2200m | |
|---|---|---|---|---|---|---|---|
| 1v1 | 49% 12r · 18th · 3.8/map | — | 55% 9r · 12th · 2.7/map | — | 78% 8r · 3rd · 2.6/map | — | 54% 10r · 13th · 3.2/map |
| 6 gate madness | 22% 8r · 31st · 2.5/map | 22% 10r · 32nd · 3.3/map | — | 33% 6r · 23rd · 2.2/map | 60% 8r · 11th · 2.7/map | 67% 6r · 7th · 1.9/map | |
| 12 gate WTA | 33% 3r · 22nd · 1.0/map | 33% 3r · 21st · 1.0/map |
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 (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% · 3.8/map | 1200m6 gate madnessavg 50% · 3.3/map | 2200m1v1avg 50% · 3.2/map | 1400m1v1avg 50% · 2.7/map | 2000m6 gate madnessavg 50% · 2.7/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.2/map | 2200m6 gate madnessavg 50% · 1.9/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Straight Outta Salford | ★Top 6% won 2/8 | Top 37% top 3 2/7 | Middle won 4/6 | Top 7% top 3 3/6 | Top 11% won 0/2 | |||||
| Game On | Top 17% won 4/4 | Top 34% top 3 5/10 | Top 17% top 3 4/6 | Middle | Top 22% won 1/3 | |||||
| EZ Long Freak | Middle won 4/7 | ★Top 19% top 3 6/6 | Top 31% top 3 2/6 | |||||||
| EZ Mid | ★Top 40% won 4/6 | Top 20% top 3 1/6 | ||||||||
| Scroll Up | Middle won 1/3 | Top 32% top 3 1/6 | ★Top 26% top 3 3/4 | |||||||
| Short & Fast | Middle top 3 4/10 | ★Top 37% won 1/3 | ★Top 6% | Middle | ||||||
| Press Play | Middle top 3 2/8 | Top 25% won 0/3 | ||||||||
| EZ Mid-Queen | ★Top 8% top 3 4/6 | |||||||||
| Just For Me | Bottom 35% | Bottom 39% | Top 32% top 3 3/6 | |||||||
| Kaspin | Middle top 3 4/6 | |||||||||
| Game Over | ★Top 4% top 3 0/3 | Middle top 3 0/2 | ★Top 9% won 0/3 | |||||||
| Waspita X | Top 29% top 3 6/8 | Middle | ||||||||
| Press my G | Middle top 3 1/2 | |||||||||
| King of Fire | Top 25% won 0/3 | |||||||||
| Fast Enough | Top 36% won 0/3 |
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 00, with each round weighted by how often maps reach it (most maps end by round 27–30).