- 1000m 24 gate madness 27% · 33rd of 37 · 11 rounds
- 1800m 6 gate WTA 30% · 31st of 37 · 10 rounds
- 1200m 24 gate madness 30% · 31st of 35 · 11 rounds
- 1600m 1v1 64% · 5th of 40 · 22 rounds
- 2200m 6 gate madness 73% · 2nd of 37 · 11 rounds
- 2200m 24 gate madness 63% · 13th of 39 · 12 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 (Measure). Grey = fewer than 3 rounds. Blank = that segment isn't on Measure. 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 · Measure
The races that come up most on Measure, most frequent firstWhere 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.
| Core | 2000m12 gate madnessavg 25% · 2.0/map | 1600m1v1avg 50% · 2.0/map | 1800m6 gate madnessavg 50% · 1.4/map | 2200m24 gate madnessavg 13% · 1.2/map | 2200m6 gate WTAavg 17% · 1.1/map | 1800m4 gate WTAavg 25% · 1.1/map | 2000m1v1avg 50% · 1.0/map | 1000m1v1avg 50% · 1.0/map | 1400m12 gate madnessavg 25% · 1.0/map | 2000m4 gate WTAavg 25% · 1.0/map |
|---|---|---|---|---|---|---|---|---|---|---|
| Duck Duck Goose | Middle top 3 3/22 | Middle won 14/22 | Bottom 39% top 3 7/15 | Middle | ★Top 1% top 3 7/11 | |||||
| Digital Dash | Top 38% top 3 7/22 | ★Top 8% top 3 7/15 | Top 25% top 3 0/12 | ★Top 3% won 3/11 | Middle top 3 2/11 | |||||
| Justice | Bottom 30% won 6/11 | Top 25% top 3 1/11 | ||||||||
| Risk or Fate | ★Top 10% top 3 7/22 | Top 11% top 3 5/12 | Top 27% won 3/12 | ★Top 16% won 2/11 | ||||||
| Dandy Daisy | Bottom 39% top 3 3/22 | Top 6% top 3 0/12 | ★Top 16% won 2/12 | Bottom 15% top 3 0/11 | ||||||
| Rapid Arrow | Middle top 3 2/11 | |||||||||
| Ironic Fate | Top 19% | Top 13% top 3 2/12 | Top 29% won 2/12 | Bottom 30% top 3 2/11 | Top 34% won 2/11 | |||||
| Dreams Money Can Buy | Top 16% top 3 11/22 | Top 11% top 3 1/12 | ||||||||
| Duck | Top 16% top 3 8/15 | Top 28% top 3 3/12 | Top 19% won 3/11 | |||||||
| Diamondz Dancing | Top 31% top 3 5/22 | Top 19% top 3 1/12 | ★Top 36% won 5/11 | |||||||
| Cuatro Cuatro | Top 8% top 3 3/12 | |||||||||
| kwak | Top 32% top 3 0/12 | |||||||||
| All the Stars | Top 27% top 3 0/12 | |||||||||
| Genuine Risk | Top 35% top 3 4/12 | |||||||||
| Jumping in the Bushes | Top 4% top 3 2/12 | |||||||||
| Jumping for the Moon | Bottom 28% | |||||||||
| Quite Ironic | ★Top 1% |
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.
Measure, round by round
The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.
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).