Team report · Lower league

T/J Racing

Power 58.4 · #7 of 26 · Power Rankings
Compare with
Losing the most points
  • 1000m 1v1 36% · 24th of 26 · 19 rounds
  • 1200m 6 gate madness 38% · 19th of 25 · 8 rounds
  • 1000m 24 gate madness 33% · 20th of 25 · 9 rounds
Winning the most points
  • 2200m 24 gate madness 63% · 5th of 23 · 26 rounds
  • 1600m 1v1 75% · 4th of 26 · 8 rounds
  • 1200m 22 gate WTA 85% · 1st of 23 · 13 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 (across the maps played). Grey = fewer than 3 rounds. Blank = that segment isn't on any map. 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.

Cores

Click a heat-map cell to see who ran that segment
CoreRacesBeats the field
Risk or Fate20247%
Digital Dash18251%
Ironic Fate16950%
Justice16250%
Duck Duck Goose15457%
Duck 15154%
Dandy Daisy14949%
kwak14346%
Diamondz Dancing13751%
Rapid Arrow12752%
Golden Speedster10548%
Dreams Money Can Buy10158%
Cuatro Cuatro9655%
Genuine Risk9350%
Quite Ironic8255%
Metallic Shadow8252%
Jumping in the Bushes6050%
Finest Expectation3351%
Money can't buy happiness2645%
Jumping for the Moon1552%
All the Stars1147%
Oh Sweet Irony545%

Beats the field: the share of the other runners a core finishes ahead of (1st = 100%, last = 0%, an average runner = 50%), so 1v1s and 24-gate races compare fairly. Best / needs-work segments need 3+ races there.

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).