Team report · all teams · beta

Scooter Gang

Power 40.3 · #29 of 33 on Anchor · Power Rankings
Compare with
Losing the most points
  • 2200m 6 gate madness 0% · 30th of 31 · 8 rounds
  • 1000m 1v1 37% · 29th of 33 · 14 rounds
  • 1600m 6 gate madness 24% · 28th of 32 · 9 rounds
Winning the most points
  • 1000m 6 gate madness 59% · 9th of 32 · 9 rounds
  • 1400m 1v1 53% · 14th of 32 · 10 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.

Cores in 1400m 1v1

← all cores
Scooter Gang

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%37%
21000m 6 gate madness100%59%
31200m 12 gate WTA100%50%
41400m 1v1100%53%
51200m 6 gate madness100%49%
61800m 1v1100%35%
71600m 6 gate madness100%24%
81800m 12 gate WTA100%25%
92200m 1v1100%41%
102000m 6 gate madness100%42%
112200m 6 gate madness100%0%
121000m 1v1100%37%
131000m 6 gate madness100%59%
141400m 1v1100%53%
151200m 6 gate madness100%49%
161800m 1v1100%35%
171600m 6 gate madness100%24%
182200m 1v199%41%
191000m 1v199%37%
201200m 6 gate madness99%49%
212000m 6 gate madness96%42%
222200m 6 gate madness91%0%
232200m 1v185%41%
241000m 1v180%37%
251400m 1v175%53%
262000m 6 gate madness67%42%
271800m 1v159%35%
281000m 6 gate madness54%59%
292200m 1v138%41%
301200m 6 gate madness28%49%
311600m 6 gate madness20%24%
321200m 1v120%0%
332000m 6 gate madness9%42%
341400m 6 gate madness9%—

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).