No weak spots with enough rounds yet.
No strong spots with enough rounds yet.
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 | 50% 2r · 1.0/map | — | 50% 4r · 21st · 2.0/map | 0% 2r · 1.0/map | |||
| 6 gate madness | 0% 2r · 1.0/map | — | 100% 1r · 0.9/map | 0% 2r · 1.4/map | 50% 2r · 1.0/map | ||
| 12 gate madness | 100% 1r · 0.9/map | 50% 2r · 1.0/map | — | 50% 4r · 26th · 2.0/map | |||
| 24 gate madness | 50% 2r · 1.0/map | 100% 1r · 0.8/map | — | 50% 2r · 1.0/map | 50% 2r · 1.2/map | ||
| 4 gate WTA | 0% 2r · 1.0/map | 100% 1r · 0.7/map | 0% 2r · 1.0/map | 50% 2r · 1.1/map | 0% 2r · 1.0/map | ||
| 6 gate WTA | 50% 2r · 1.0/map | 100% 1r · 0.6/map | 50% 2r · 1.0/map | 50% 2r · 1.0/map | 100% 2r · 1.1/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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 · Measure
The races that come up most on Measure, 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 | 2000m12 gate madnessavg 25% · 2.0/map | 1600m1v1avg 50% · 2.0/map | 1800m6 gate madnessavg 50% · 1.4/map | 2200m24 gate madnessavg 13% · 1.2/map | 2200m6 gate WTAavg 17% · 1.1/map | 1800m4 gate WTAavg 25% · 1.1/map | 2000m1v1avg 50% · 1.0/map | 1000m1v1avg 50% · 1.0/map | 1400m12 gate madnessavg 25% · 1.0/map | 2000m4 gate WTAavg 25% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Immortal Outlaw | Bottom 7% top 3 0/2 | |||||||||
| Dongle | Bottom 9% | Middle top 3 1/2 | Top 30% top 3 0/2 | |||||||
| Drag | Bottom 21% top 3 0/2 | Bottom 29% | Bottom 38% top 3 1/2 | |||||||
| Panzer Division | Top 21% top 3 1/2 | ★Top 19% | Top 13% top 3 0/2 | Top 33% won 1/2 | ★Top 14% | |||||
| Everyone Wishes | ★Top 3% top 3 1/2 | ★Top 6% top 3 1/2 | ★Top 15% won 1/2 | |||||||
| Grid Warrior | Bottom 32% top 3 0/2 | ★Top 27% top 3 2/2 | ||||||||
| Sin to Win | Bottom 30% top 3 0/2 | Middle top 3 0/2 | ||||||||
| Jetwave Warrior | Bottom 36% top 3 0/2 | |||||||||
| Perfect Cadence | Top 40% top 3 2/2 | Top 39% | Middle top 3 0/2 | Top 32% | Bottom 36% | |||||
| Lucifer's Horcrux | Bottom 20% top 3 0/2 | Bottom 4% won 0/2 | ||||||||
| Apollo II | Top 34% top 3 0/2 | Top 37% top 3 2/2 | Bottom 21% won 1/2 | |||||||
| HeeHaw | Bottom 3% top 3 0/1 | |||||||||
| DoubleDealing | Bottom 18% | Bottom 31% | Bottom 22% | |||||||
| Evolving Spirit | Bottom 27% | |||||||||
| Mad Maxie | Bottom 15% top 3 0/1 |
Cores in 2200m 6 gate madness
← all cores- Jetwave Warriortop 3 1 of 2 (avg 50%)
- Perfect Cadencetop 3 2 of 2 (avg 50%) · league rank Bottom 20% (47%)
- Sin to Wintop 3 0 of 2 (avg 50%)
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).