- 1800m 1v1 36% · 27th of 32 · 16 rounds
- 1600m 6 gate madness 41% · 21st of 32 · 13 rounds
- 2200m 6 gate madness 45% · 19th of 31 · 11 rounds
- 2200m 1v1 71% · 1st of 32 · 19 rounds
- 1200m 6 gate madness 61% · 7th of 33 · 20 rounds
- 1400m 1v1 59% · 6th of 32 · 17 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 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.
Cores in 1200m 6 gate madness
← all coresAnchor, 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 Preseason 00, with each round weighted by how often maps reach it (most maps end by round 27–30).