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.

Roster fit · Anchor

The races that come up most on Anchor, most frequent first

Where 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.

T/J Racing
Core1000m1v1avg 50% · 3.9/map2200m1v1avg 50% · 3.4/map1200m6 gate madnessavg 50% · 3.3/map2000m6 gate madnessavg 50% · 2.8/map1400m1v1avg 50% · 2.8/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.1/map2200m6 gate madnessavg 50% · 2.0/map1200m12 gate WTAavg 8.3% · 1.0/map
Justice
Middle
won 25/47
—
Top 24%
top 3 22/44
—
Top 32%
won 21/36
Top 21%
Middle
top 3 17/34
Middle
—
Top 14%
won 1/12
Golden Speedster
Bottom 29%
—
Bottom 21%
top 3 15/44
—
Middle
—
Bottom 31%
top 3 19/34
Bottom 19%
—
Middle
won 0/12
Rapid Arrow
Middle
—
Middle
top 3 24/44
—
Middle
Bottom 15%
Middle
top 3 22/34
Bottom 17%
—
Top 23%
won 4/12
Duck
Middle
Top 25%
Bottom 37%
Middle
Middle
Top 10%
won 17/34
Middle
Top 34%
top 3 14/28
Top 25%
Middle
Risk or Fate
Bottom 5%
Top 21%
Bottom 25%
Top 16%
top 3 20/36
Bottom 25%
Middle
Bottom 6%
Bottom 23%
Top 22%
top 3 11/24
Top 36%
Ironic Fate
Bottom 9%
Top 10%
Bottom 27%
Top 16%
top 3 20/36
Bottom 21%
Middle
Bottom 9%
Middle
Top 10%
top 3 14/24
Middle
Diamondz Dancing
Bottom 2%
Top 9%
won 19/46
Bottom 17%
Top 12%
Bottom 12%
Middle
Bottom 3%
Bottom 14%
Top 9%
top 3 9/12
Bottom 32%
Duck Duck Goose
★Top 26%
Top 34%
★Top 12%
Middle
★Top 2%
Middle
★Top 25%
★Top 24%
top 3 13/28
Top 35%
★Top 11%
won 1/12
Digital Dash
Bottom 37%
Top 29%
Middle
Middle
Bottom 38%
★Top 4%
Bottom 38%
Top 34%
top 3 15/28
Top 29%
Top 24%
won 0/12
Dandy Daisy
Bottom 4%
Top 8%
Bottom 10%
Middle
top 3 11/36
Bottom 8%
Top 40%
Bottom 6%
Bottom 32%
Top 10%
Bottom 31%
kwak
Bottom 24%
Top 37%
Bottom 15%
Middle
Bottom 19%
Top 27%
Bottom 26%
Top 32%
Top 38%
Middle
won 2/12
Dreams Money Can Buy
Bottom 5%
★Top 5%
Middle
★Top 12%
Bottom 34%
Top 25%
Bottom 5%
Top 37%
★Top 6%
top 3 8/12
Middle

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).