- 1000m 1v1 26% · 11th of 12 · 15 rounds
- 2200m 1v1 29% · 8th of 11 · 8 rounds
- 2000m 6 gate madness 29% · 10th of 11 · 10 rounds
No strong spots with enough rounds yet.
Rounds won by segment
Win % · green above the 50% league average, red below · rank in the leagueEach 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% · 3.2/map | 2200m1v1avg 50% · 3.2/map | 1400m1v1avg 50% · 2.8/map | 1800m1v1avg 50% · 2.6/map | 2000m6 gate madnessavg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.0/map | 2200m6 gate madnessavg 50% · 1.8/map | 1200m12 gate WTAavg 8.3% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Panzer Division | Bottom 26% | Bottom 20% | Top 16% | Middle | Top 11% won 3/9 | Top 25% top 3 2/10 | Bottom 26% | Top 28% top 3 2/4 | Top 17% top 3 3/7 | Middle |
| Jetwave Warrior | Middle | Bottom 38% top 3 5/9 | Bottom 25% | ★Top 26% won 1/3 | Bottom 14% | Middle | Middle top 3 2/9 | Middle | Bottom 26% | Middle won 0/4 |
| Perfect Cadence | Middle | Bottom 1% | Middle | Bottom 7% | Top 24% | Top 37% top 3 3/10 | Middle | ★Top 3% | Middle top 3 3/7 | Bottom 12% |
| Everyone Wishes | Bottom 12% | Bottom 7% | ★Top 6% won 2/8 | Bottom 26% | ★Top 11% | ★Top 1% top 3 7/10 | Bottom 14% | Bottom 40% | ★Top 8% top 3 4/7 | Bottom 16% |
| Drag | Middle won 4/15 | Bottom 37% | Bottom 9% | Middle | Bottom 19% | Bottom 13% | Middle top 3 5/9 | Bottom 16% | Bottom 10% | Middle won 1/4 |
| Dongle | Bottom 34% | Middle top 3 2/9 | Bottom 28% | Top 30% | Top 15% | Bottom 12% | Bottom 36% | Bottom 23% top 3 3/4 | Bottom 30% | Middle won 0/4 |
| Lucifer's Horcrux | Middle | Bottom 21% | Bottom 7% | Bottom 22% | Bottom 10% | Bottom 1% | Middle | Bottom 15% top 3 1/4 | Bottom 9% | Middle won 0/4 |
| Grid Warrior | Top 37% | ★Top 28% | Bottom 12% | Top 37% | Bottom 19% | Bottom 10% | Top 37% top 3 5/9 | Bottom 30% | Bottom 15% | ★Top 17% won 0/4 |
| Immortal Outlaw | ★Top 26% | Top 40% top 3 6/9 | Bottom 4% | Bottom 38% | Bottom 5% | Bottom 12% | ★Top 25% | Bottom 25% | Bottom 5% | Bottom 27% won 0/4 |
| DoubleDealing | Bottom 27% | Middle | Bottom 30% | Middle | Bottom 29% | Bottom 21% | Bottom 26% | Top 13% | Bottom 30% | Bottom 38% |
| Mad Maxie | Bottom 14% | — | Bottom 12% | — | Bottom 2% | Bottom 8% | Bottom 15% | Middle | Bottom 12% | — |
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 Season 01, with each round weighted by how often maps reach it (most maps end by round 27–30).