Team report · Lower league

T/J Racing

Power 49.4 · #25 of 40 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1200m 6 gate madness 42% · 32nd of 40 · 44 rounds
  • 2200m 1v1 45% · 29th of 40 · 46 rounds
  • 1600m 6 gate madness 46% · 23rd of 40 · 28 rounds
Winning the most points
  • 1000m 6 gate madness 65% · 5th of 40 · 34 rounds
  • 1400m 1v1 57% · 12th of 40 · 36 rounds
  • 2200m 6 gate madness 58% · 11th of 40 · 24 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 (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.

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Justice1761.0× avg
Golden Speedster910.8× avg
Rapid Arrow911.3× avg
Duck 741.0× avg
Risk or Fate721.1× avg
Ironic Fate601.1× avg
Diamondz Dancing590.9× avg
Duck Duck Goose530.8× avg
Digital Dash521.0× avg
Dandy Daisy480.6× avg
kwak241.5× avg
Dreams Money Can Buy121.3× 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.

Anchor, round by round

The fixed race order, how often maps get that far, and your win % in that round's segment on Anchor.

11000m 1v1100%53%
21000m 6 gate madness100%65%
31200m 12 gate WTA100%67%
41400m 1v1100%57%
51200m 6 gate madness100%42%
61800m 1v1100%51%
71600m 6 gate madness100%46%
81800m 12 gate WTA100%50%
92200m 1v1100%45%
102000m 6 gate madness100%49%
112200m 6 gate madness100%58%
121000m 1v1100%53%
131000m 6 gate madness100%65%
141400m 1v1100%57%
151200m 6 gate madness100%42%
161800m 1v1100%51%
171600m 6 gate madness100%46%
182200m 1v1100%45%
191000m 1v1100%53%
201200m 6 gate madness99%42%
212000m 6 gate madness99%49%
222200m 6 gate madness97%58%
232200m 1v193%45%
241000m 1v187%53%
251400m 1v180%57%
262000m 6 gate madness74%49%
271800m 1v164%51%
281000m 6 gate madness51%65%
292200m 1v141%45%
301200m 6 gate madness25%42%
311600m 6 gate madness12%46%
321200m 1v112%50%
332000m 6 gate madness7%49%
341400m 6 gate madness7%0%

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).