- 2200m 6 gate madness 33% · 23rd of 31 · 12 rounds
- 2200m 1v1 45% · 19th of 32 · 22 rounds
- 1200m 6 gate madness 47% · 18th of 33 · 21 rounds
- 1000m 1v1 63% · 4th of 33 · 24 rounds
- 1000m 6 gate madness 69% · 3rd of 32 · 17 rounds
- 1600m 6 gate madness 67% · 9th of 32 · 13 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 | 63% 24r · 4th · 3.8/map | 100% 1r · 0.2/map | 48% 18r · 18th · 2.7/map | — | 49% 17r · 18th · 2.6/map | — | 45% 22r · 19th · 3.2/map |
| 6 gate madness | 69% 17r · 3rd · 2.5/map | 47% 21r · 18th · 3.3/map | — | 67% 13r · 9th · 2.2/map | 56% 18r · 14th · 2.7/map | 33% 12r · 23rd · 1.9/map | |
| 12 gate WTA | 50% 6r · 15th · 1.0/map | 67% 6r · 9th · 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| Carrick | Middle | Middle | Middle | Top 23% won 9/18 | Middle top 3 7/18 | Top 34% won 9/17 | Middle | Top 20% top 3 10/13 | Middle | Top 21% |
| Work from home | ★Top 1% won 15/24 | Top 10% top 3 11/21 | Bottom 33% | Top 16% | Bottom 25% | Bottom 40% | ★Top 2% top 3 9/17 | Top 32% | Bottom 34% | ★Top 3% won 0/6 |
| Couch Potato | Middle | — | ★Top 28% won 10/22 | — | ★Top 10% top 3 13/18 | Top 34% | Middle | Top 39% | ★Top 29% top 3 8/12 | — |
| Ibra | Top 14% | Top 20% top 3 13/21 | Bottom 27% | Top 19% | Middle | Bottom 25% | Top 16% top 3 9/17 | Middle | Bottom 30% | Top 6% won 0/6 |
| J J Gabriel | Top 16% | Top 22% top 3 8/21 | — | ★Top 14% | Bottom 29% | Bottom 17% | Top 19% top 3 10/17 | Bottom 26% | — | Top 6% won 0/6 |
| Ascend | Middle | Bottom 34% | Middle | Middle | Top 25% top 3 8/18 | ★Top 26% | Middle | Top 29% | Middle top 3 5/12 | Middle |
| Twat | Middle | Bottom 38% | Bottom 33% | Top 39% | Bottom 31% | Middle | Middle | ★Top 6% top 3 7/13 | Bottom 28% | Bottom 7% |
| Cecilia | Middle | Middle | Middle | Top 38% | Top 36% | Top 39% | Middle | Top 22% top 3 5/13 | Middle | Top 37% |
| Nani | Top 14% | Top 29% | Middle | Top 37% | Bottom 23% | Middle | Top 16% | Bottom 39% | Middle | Top 10% won 2/6 |
| Hoofey | — | Top 30% | Bottom 28% | Bottom 2% | Bottom 35% | Middle | — | Top 13% | Bottom 28% top 3 3/12 | Top 23% |
| Radicalised WFH | Top 7% | ★Top 8% | Bottom 10% | Middle | — | Bottom 14% | Top 5% | — | Bottom 8% | Bottom 25% won 0/6 |
| Arc Raider | Top 20% | Top 21% | Bottom 27% | Top 31% | — | Bottom 31% | Top 22% | Middle | Bottom 29% | Top 7% won 1/6 |
Cores in 2000m 6 gate madness
← all cores- Couch Potatotop 3 13 of 18 (avg 50%) · league rank Top 10% (56%)
- Ascendtop 3 8 of 18 (avg 50%) · league rank Top 25% (53%)
- Carricktop 3 7 of 18 (avg 50%) · league rank Middle (50%)
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).