Team report · Pro league · beta

🐑BLACK SHEEP🐑

Power 51.7 · #18 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 6 gate madness 29% · 39th of 40 · 17 rounds
  • 1400m 1v1 33% · 38th of 40 · 18 rounds
  • 2200m 6 gate madness 46% · 23rd of 40 · 13 rounds
Winning the most points
  • 1600m 6 gate madness 64% · 7th of 40 · 14 rounds
  • 1200m 6 gate madness 58% · 10th of 40 · 23 rounds
  • 2200m 1v1 58% · 10th of 40 · 22 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 (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 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.

🐑BLACK SHEEP🐑
Core1000m1v1avg 50% · 3.9/map2200m1v1avg 50% · 3.4/map1200m6 gate madnessavg 50% · 3.3/map2000m6 gate madnessavg 50% · 2.8/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.1/map2200m6 gate madnessavg 50% · 2.0/map1200m12 gate WTAavg 8.3% · 1.0/map
Game On
53%
won 14/26
—
52%
top 3 15/23
—
50%
45%
54%
top 3 12/17
51%
—
10%
won 0/7
EZ Long Freak
—
55%
won 13/22
—
★56%
top 3 10/18
—
50%
—
—
56%
top 3 6/13
—
Straight Outta Salford
54%
—
52%
top 3 15/23
—
51%
won 6/18
—
55%
52%
—
11%
won 0/7
EZ Mid
51%
53%
53%
51%
52%
53%
won 10/18
51%
54%
top 3 8/14
54%
8.7%
Scroll Up
—
★56%
—
54%
top 3 12/18
—
51%
—
—
★57%
top 3 9/13
—
Press Play
50%
—
49%
—
52%
51%
50%
top 3 5/17
37%
—
10%
won 2/7
Short & Fast
★54%
—
52%
top 3 6/23
—
52%
39%
★55%
53%
—
8.7%
EZ Mid-Queen
—
53%
—
52%
★54%
★53%
—
★56%
top 3 4/14
53%
—
Just For Me
50%
44%
49%
—
50%
52%
51%
53%
top 3 11/14
43%
9.6%
Waspita X
54%
54%
—
55%
top 3 5/18
—
50%
54%
47%
54%
—
Last Girl
51%
—
54%
—
50%
—
52%
top 3 6/17
—
—
6.0%
Kaspin
39%
54%
—
56%
—
52%
35%
50%
55%
top 3 6/13
—
King of Fire
52%
—
51%
—
49%
51%
53%
47%
—
10%
won 1/7
Fast Enough
53%
—
52%
—
48%
—
54%
49%
—
9.3%
won 0/7
Game Over
51%
—
★56%
—
51%
—
52%
50%
—
★12%
won 0/7
Mustard
44%
51%
54%
—
51%
52%
43%
53%
51%
8.9%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Game On731.2× avg
EZ Long Freak601.1× avg
Straight Outta Salford481.0× avg
EZ Mid391.1× avg
Scroll Up381.4× avg
Press Play240.8× avg
Short & Fast230.5× avg
EZ Mid-Queen210.5× avg
Just For Me211.5× avg
Waspita X180.6× avg
Last Girl170.7× avg
Kaspin130.9× avg
King of Fire71.7× avg
Fast Enough70.0× avg
Game Over70.0× avg
Mustard71.7× 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.

Anchor, round by round

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

11000m 1v1100%54%
21000m 6 gate madness100%29%
31200m 12 gate WTA100%43%
41400m 1v1100%33%
51200m 6 gate madness100%58%
61800m 1v1100%56%
71600m 6 gate madness100%64%
81800m 12 gate WTA100%57%
92200m 1v1100%58%
102000m 6 gate madness100%54%
112200m 6 gate madness100%46%
121000m 1v1100%54%
131000m 6 gate madness100%29%
141400m 1v1100%33%
151200m 6 gate madness100%58%
161800m 1v1100%56%
171600m 6 gate madness100%64%
182200m 1v1100%58%
191000m 1v1100%54%
201200m 6 gate madness99%58%
212000m 6 gate madness99%54%
222200m 6 gate madness97%46%
232200m 1v192%58%
241000m 1v187%54%
251400m 1v179%33%
262000m 6 gate madness74%54%
271800m 1v163%56%
281000m 6 gate madness51%29%
292200m 1v141%58%
301200m 6 gate madness25%58%
311600m 6 gate madness12%64%
321200m 1v112%—
332000m 6 gate madness7%54%
341400m 6 gate madness7%—

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).