- 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
- 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 leagueEach 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 firstEach 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.
| Core | 1000m1v1avg 50% · 3.8/map | 2200m1v1avg 50% · 3.3/map | 1200m6 gate madnessavg 50% · 3.2/map | 1400m1v1avg 50% · 2.8/map | 2000m6 gate madnessavg 50% · 2.7/map | 1800m1v1avg 50% · 2.6/map | 1000m6 gate madnessavg 50% · 2.5/map | 1600m6 gate madnessavg 50% · 2.2/map | 2200m6 gate madnessavg 50% · 1.9/map | 1200m12 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 segmentEarns 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.
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).