Team report · Pro league · beta

Scooter Gang

Power 30.4 · #12 of 12 on Measure · Power Rankings
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Losing the most points

No weak spots with enough rounds yet.

Winning the most points

No strong spots with enough rounds yet.

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 (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 first

Where 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.

Scooter Gang
Core2000m12 gate madnessavg 25% · 2.0/map1600m1v1avg 50% · 2.0/map1800m6 gate madnessavg 50% · 1.5/map2200m24 gate madnessavg 13% · 1.3/map2000m4 gate WTAavg 25% · 1.0/map2200m6 gate WTAavg 17% · 1.0/map1000m1v1avg 50% · 1.0/map2200m6 gate madnessavg 50% · 1.0/map1800m24 gate madnessavg 13% · 1.0/map1600m4 gate WTAavg 25% · 1.0/map
La Femme Nikita
Bottom 31%
top 3 2/2
★Top 39%
won 1/2
Bottom 31%
top 3 0/2
Bottom 37%
Bottom 18%
won 0/2
Bottom 16%
won 0/2
Middle
top 3 0/2
Middle
won 0/2
Wondrous Vista
Bottom 9%
top 3 0/2
Bottom 4%
top 3 1/2
Bottom 12%
Bottom 6%
won 0/2
Bottom 5%
won 0/2
Bottom 8%
top 3 2/2
Bottom 6%
top 3 0/2
Speedfugger
Bottom 3%
top 3 0/2
Bottom 3%
top 3 1/2
Bottom 8%
Bottom 1%
won 0/2
Bottom 1%
top 3 0/2
Bottom 16%
top 3 0/2
Fulgur
Bottom 35%
Middle
won 2/2
Middle
top 3 0/2
Pantera
★Top 40%
Bottom 36%
Top 37%
top 3 0/2
Bottom 36%
won 1/2
Motherfugger
Bottom 5%
top 3 0/2
Bottom 7%
Bottom 4%
top 3 2/2
Bottom 4%
top 3 0/2
Mr. Nobody
Bottom 16%
Bottom 24%
top 3 0/2
Vix
Bottom 27%
top 3 0/2
Bottom 29%
Middle
top 3 1/2
Wrong Core
Bottom 25%
Bottom 37%
top 3 0/2
Stylish Ford
Bottom 39%
Middle
★Top 22%
top 3 1/2
Spit on dat thang
Middle
Bottom 34%
top 3 0/2
Selene
Bottom 6%
top 3 0/2
Bottom 26%
Bottom 35%
top 3 0/2

Cores

Click a heat-map cell to see who ran that segment
CoreRacesEarns the point
La Femme Nikita250.4× avg
Wondrous Vista200.6× avg
Speedfugger180.2× avg
Fulgur180.7× avg
Pantera181.0× avg
Motherfugger140.6× avg
Mr. Nobody121.2× avg
Vix 100.6× avg
Wrong Core101.3× avg
Stylish Ford100.6× avg
Spit on dat thang100.0× avg
Selene80.0× 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.

Measure, round by round

The fixed race order, how often maps get that far, and your win % in that round's segment on Measure.

12000m 4 gate WTA100%0%
22200m 6 gate WTA100%0%
31000m 1v1100%100%
42200m 6 gate madness100%100%
52000m 12 gate madness100%0%
61800m 24 gate madness100%0%
71600m 4 gate WTA100%50%
81200m 6 gate WTA100%50%
91600m 1v1100%50%
101000m 6 gate madness100%50%
111400m 12 gate madness100%0%
121000m 24 gate madness100%0%
131200m 4 gate WTA100%0%
142000m 6 gate WTA100%0%
151600m 1v1100%50%
161800m 6 gate madness100%0%
172000m 12 gate madness100%0%
182200m 24 gate madness100%—
191800m 4 gate WTA100%50%
201800m 6 gate WTA100%0%
212000m 1v195%—
221600m 6 gate madness91%—
231000m 12 gate madness86%—
241200m 24 gate madness86%—
251400m 4 gate WTA77%—
261600m 6 gate WTA68%—
271400m 1v155%—
281800m 6 gate madness45%0%
291800m 12 gate madness32%—
302200m 24 gate madness27%—

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).