Team report · Lower league

T/J Racing

Power 54.3 · #11 of 26 on Anchor · Power Rankings
Compare with
Losing the most points
  • 1000m 1v1 39% · 21st of 26 · 15 rounds
  • 1200m 6 gate madness 38% · 19th of 25 · 8 rounds
  • 1800m 1v1 46% · 14th of 25 · 9 rounds
Winning the most points
  • 1000m 6 gate madness 71% · 3rd of 25 · 9 rounds
  • 2200m 6 gate madness 72% · 4th of 25 · 7 rounds
  • 2200m 1v1 57% · 12th of 25 · 7 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

Each core's chance of earning the point in that race against a typical league field, from its Pro League times (★ = best on the roster); underneath, its real record there this season. Read down a column to pick who runs it.

T/J Racing
Core1000m1v1avg 50% · 3.8/map2200m1v1avg 50% · 3.3/map1200m6 gate madnessavg 50% · 3.2/map1400m1v1avg 50% · 2.8/map2000m6 gate madnessavg 50% · 2.7/map1800m1v1avg 50% · 2.6/map1000m6 gate madnessavg 50% · 2.5/map1600m6 gate madnessavg 50% · 2.2/map2200m6 gate madnessavg 50% · 1.9/map1200m12 gate WTAavg 8.3% · 1.0/map
Justice
49%
won 6/15
—
52%
top 3 5/8
51%
won 0/2
—
52%
49%
top 3 6/9
48%
—
10%
won 1/4
Golden Speedster
47%
—
45%
top 3 2/8
50%
—
—
47%
top 3 6/9
45%
—
6.5%
won 1/4
Rapid Arrow
50%
—
50%
top 3 5/8
49%
—
44%
50%
top 3 3/9
45%
—
9.2%
won 1/4
Duck
50%
53%
47%
50%
48%
54%
won 4/9
50%
51%
top 3 1/4
54%
7.5%
Duck Duck Goose
52%
51%
★54%
★56%
50%
50%
52%
53%
top 3 3/4
52%
★11%
won 0/4
Risk or Fate
43%
54%
46%
47%
54%
top 3 6/9
49%
41%
46%
55%
top 3 4/7
8.0%
Ironic Fate
44%
56%
46%
47%
55%
top 3 5/9
50%
42%
50%
57%
top 3 6/7
6.9%
Diamondz Dancing
41%
56%
won 4/7
44%
45%
55%
49%
39%
44%
58%
top 3 4/7
5.8%
Dandy Daisy
42%
56%
42%
44%
48%
top 3 4/9
51%
41%
47%
58%
5.7%
Digital Dash
48%
52%
49%
49%
50%
55%
48%
51%
top 3 2/4
53%
9.1%
won 0/4
kwak
46%
51%
43%
46%
49%
52%
46%
52%
51%
7.2%
won 0/4
Metallic Shadow
★53%
48%
46%
—
53%
★56%
★54%
★54%
47%
6.4%
Finest Expectation
—
★57%
46%
—
★56%
52%
—
—
★60%
4.6%

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
Justice461.0× avg
Golden Speedster251.0× avg
Rapid Arrow251.1× avg
Duck 210.9× avg
Duck Duck Goose201.3× avg
Risk or Fate201.2× avg
Ironic Fate161.4× avg
Diamondz Dancing141.1× avg
Dandy Daisy130.8× avg
Digital Dash121.1× avg
kwak81.5× avg
Metallic Shadow41.0× avg
Finest Expectation41.0× 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.

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%39%
21000m 6 gate madness100%71%
31200m 12 gate WTA100%75%
41400m 1v1100%0%
51200m 6 gate madness100%38%
61800m 1v1100%46%
71600m 6 gate madness100%50%
81800m 12 gate WTA100%75%
92200m 1v1100%57%
102000m 6 gate madness100%54%
112200m 6 gate madness100%72%
121000m 1v1100%39%
131000m 6 gate madness100%71%
141400m 1v1100%0%
151200m 6 gate madness100%38%
161800m 1v1100%46%
171600m 6 gate madness100%50%
182200m 1v1100%57%
191000m 1v196%39%
201200m 6 gate madness95%38%
212000m 6 gate madness87%54%
222200m 6 gate madness85%72%
232200m 1v185%57%
241000m 1v184%39%
251400m 1v176%0%
262000m 6 gate madness71%54%
271800m 1v162%46%
281000m 6 gate madness49%71%
292200m 1v136%57%
301200m 6 gate madness22%38%
311600m 6 gate madness16%50%
321200m 1v116%50%
332000m 6 gate madness7%54%
341400m 6 gate madness7%75%
351200m 6 gate madness5%38%
362200m 1v15%57%

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).