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 | 0% 1r · 1.0/map | 100% 1r · 0.5/map | 0% 1r · 2.0/map | — | |||
| 6 gate madness | 0% 1r · 1.0/map | — | 0% 1r · 0.9/map | 0% 1r · 1.5/map | 100% 1r · 1.0/map | ||
| 12 gate madness | — | 100% 1r · 1.0/map | 100% 1r · 0.3/map | 0% 1r · 2.0/map | |||
| 24 gate madness | 0% 1r · 1.0/map | 0% 1r · 0.9/map | — | 100% 1r · 1.0/map | 100% 1r · 1.3/map | ||
| 4 gate WTA | 100% 1r · 1.0/map | 100% 1r · 0.8/map | 100% 1r · 1.0/map | 100% 1r · 1.0/map | 0% 1r · 1.0/map | ||
| 6 gate WTA | 0% 1r · 1.0/map | 0% 1r · 0.7/map | 100% 1r · 1.0/map | 100% 1r · 1.0/map | 100% 1r · 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 (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% · 1.5/map | 2200m24 gate madnessavg 13% · 1.3/map | 2000m4 gate WTAavg 25% · 1.0/map | 2200m6 gate WTAavg 17% · 1.0/map | 1000m1v1avg 50% · 1.0/map | 2200m6 gate madnessavg 50% · 1.0/map | 1800m24 gate madnessavg 13% · 1.0/map | 1600m4 gate WTAavg 25% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Panzer Division | Top 21% top 3 0/1 | ★Top 19% top 3 0/1 | Top 13% top 3 0/1 | Top 33% won 1/1 | Top 37% top 3 1/1 | ★Top 8% top 3 0/1 | Middle won 1/1 | |||
| Perfect Cadence | Top 40% top 3 0/1 | Top 39% top 3 1/1 | Middle top 3 1/1 | Bottom 20% top 3 0/1 | Top 13% top 3 1/1 | |||||
| DoubleDealing | Bottom 18% top 3 0/1 | Bottom 31% top 3 0/1 | Middle top 3 0/1 | |||||||
| Dongle | Bottom 9% won 0/1 | Middle top 3 0/1 | Top 18% top 3 0/1 | |||||||
| Everyone Wishes | ★Top 3% top 3 0/1 | ★Top 6% top 3 0/1 | ★Top 15% won 0/1 | ★Top 18% top 3 1/1 | Top 9% top 3 1/1 | |||||
| Jetwave Warrior | Bottom 36% top 3 0/1 | Bottom 31% top 3 0/1 | ||||||||
| Drag | Bottom 21% top 3 0/1 | Bottom 29% won 0/1 | Middle | |||||||
| Apollo II | Top 34% top 3 0/1 | Top 37% top 3 1/1 | Bottom 36% top 3 0/1 | |||||||
| Grid Warrior | Bottom 32% top 3 0/1 | Middle top 3 0/1 | ||||||||
| Lucifer's Horcrux | Bottom 20% top 3 0/1 | Bottom 17% top 3 0/1 | ||||||||
| Sin to Win | Bottom 30% top 3 0/1 | Middle top 3 0/1 | Bottom 31% top 3 0/1 | |||||||
| Immortal Outlaw | Bottom 7% | Bottom 9% top 3 0/1 | ||||||||
| Evolving Spirit | Bottom 27% | |||||||||
| Finish line menace | Bottom 12% | |||||||||
| Mad Maxie | Bottom 15% top 3 0/1 | Bottom 21% |
Cores
Click a heat-map cell to see who ran that segment| Core | Races | Earns the point | Best segment | Needs work |
|---|---|---|---|---|
| Panzer Division | 19 | 1.8× avg | — | — |
| Perfect Cadence | 14 | 1.4× avg | — | — |
| DoubleDealing | 13 | 0.6× avg | — | — |
| Dongle | 12 | 0.0× avg | — | — |
| Everyone Wishes | 11 | 1.5× avg | — | — |
| Jetwave Warrior | 11 | 1.1× avg | — | — |
| Drag | 10 | 1.2× avg | — | — |
| Apollo II | 8 | 0.6× avg | — | — |
| Grid Warrior | 8 | 0.0× avg | — | — |
| Lucifer's Horcrux | 7 | 0.0× avg | — | — |
| Sin to Win | 6 | 1.0× avg | — | — |
| Immortal Outlaw | 5 | 1.3× avg | — | — |
| Evolving Spirit | 3 | 0.0× avg | — | — |
| Deal with the Devil | 3 | 0.0× avg | — | — |
| Finish line menace | 2 | 0.0× avg | — | — |
| Mad Maxie | 2 | 0.0× avg | — | — |
| Fighter Jet | 1 | 0.0× 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.
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 Season 01, with each round weighted by how often maps reach it (most maps end by round 27–30).